Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around ()
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void open_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 790 of file game.h.

790 : int {
791 CHANGE_TAB,
792 QUIT,
793 FIRE, // Who knew, apparently you can do that in list_monsters
794 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 288 of file game.cpp.

288 :
290 scent_ptr( *this ),
293 m( *map_ptr ),
294 u( *u_ptr ),
295 scent( *scent_ptr ),
297 uquit( QUIT_NO ),
298 new_game( false ),
300 mostseen( 0 ),
303 next_npc_id( 1 ),
304 next_mission_id( 1 ),
308 seed( 0 ),
309 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
310{
318 world_generator = std::make_unique<worldfactory>();
319 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
320 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
321}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1044
pimpl< spell_events > spell_events_ptr
Definition: game.h:979
safe_mode_type safe_mode
Definition: game.h:1041
bool safe_mode_warning_logged
Definition: game.h:1055
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:973
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1089
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:999
event_bus & events()
Definition: game.cpp:2856
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:975
character_id next_npc_id
Definition: game.h:1057
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:977
void reset_light_level()
Definition: game.cpp:3700
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:978
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1046
pimpl< map > map_ptr
Definition: game.h:968
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1072
pimpl< live_view > liveview_ptr
Definition: game.h:970
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:976
pimpl< scent_map > scent_ptr
Definition: game.h:972
timed_event_manager & timed_events
Definition: game.h:987
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1084
int next_mission_id
Definition: game.h:1059
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1001
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:980
map & m
Definition: game.h:984
avatar & u
Definition: game.h:985
scent_map & scent
Definition: game.h:986
int user_action_counter
Definition: game.h:1078
live_view & liveview
Definition: game.h:971
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1081
pimpl< avatar > u_ptr
Definition: game.h:969
time_point remoteveh_cache_time
Definition: game.h:1065
static void achievement_attained(const achievement *a)
Definition: game.cpp:281
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11893 of file game.cpp.

11894{
11895 //If player is sleeping, get a dream from a carried artifact
11896 //Don't need to check that player is sleeping here, that's done before calling
11897 std::list<item *> art_items = g->u.get_artifact_items();
11898 std::vector<item *> valid_arts;
11899 std::vector<std::vector<std::string>>
11900 valid_dreams; // Tracking separately so we only need to check its req once
11901 //Pull the list of dreams
11902 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11903 for( auto &it : art_items ) {
11904 //Pick only the ones with an applicable dream
11905 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
11906 if( art && art->charge_req != ACR_NULL &&
11907 ( it->ammo_remaining() < it->ammo_capacity() ||
11908 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11909 add_msg( m_debug, "Checking artifact %s", it->tname() );
11910 if( check_art_charge_req( *it ) ) {
11911 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11912 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11913 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11914 valid_arts.push_back( it );
11915 valid_dreams.push_back( art->dream_msg_met );
11916 }
11917 } else {
11918 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11919 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11920 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11921 valid_arts.push_back( it );
11922 valid_dreams.push_back( art->dream_msg_unmet );
11923 }
11924 }
11925 }
11926 }
11927 if( !valid_dreams.empty() ) {
11928 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11929 const int selected = rng( 0, valid_arts.size() - 1 );
11930 auto it = valid_arts[selected];
11931 auto msg = random_entry( valid_dreams[selected] );
11932 const std::string &dream = string_format( _( msg ), it->tname() );
11933 add_msg( dream );
11934 } else {
11935 add_msg( m_debug, "Didn't have any dreams, sorry" );
11936 }
11937}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:264
std::unique_ptr< game > g
Definition: game.cpp:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11596
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11715 of file game.cpp.

11716{
11717 int net_str = 0;
11718 int net_dex = 0;
11719 int net_per = 0;
11720 int net_int = 0;
11721 int net_speed = 0;
11722
11723 for( auto &i : effects ) {
11724 switch( i ) {
11725 case AEP_STR_UP:
11726 net_str += 4;
11727 break;
11728 case AEP_DEX_UP:
11729 net_dex += 4;
11730 break;
11731 case AEP_PER_UP:
11732 net_per += 4;
11733 break;
11734 case AEP_INT_UP:
11735 net_int += 4;
11736 break;
11737 case AEP_ALL_UP:
11738 net_str += 2;
11739 net_dex += 2;
11740 net_per += 2;
11741 net_int += 2;
11742 break;
11743 case AEP_STR_DOWN:
11744 net_str -= 3;
11745 break;
11746 case AEP_DEX_DOWN:
11747 net_dex -= 3;
11748 break;
11749 case AEP_PER_DOWN:
11750 net_per -= 3;
11751 break;
11752 case AEP_INT_DOWN:
11753 net_int -= 3;
11754 break;
11755 case AEP_ALL_DOWN:
11756 net_str -= 2;
11757 net_dex -= 2;
11758 net_per -= 2;
11759 net_int -= 2;
11760 break;
11761
11762 case AEP_SPEED_UP:
11763 net_speed += 20;
11764 break;
11765 case AEP_SPEED_DOWN:
11766 net_speed -= 20;
11767 break;
11768
11769 case AEP_PBLUE:
11770 break; // No message
11771
11772 case AEP_SNAKES:
11773 add_msg( m_warning, _( "Your skin feels slithery." ) );
11774 break;
11775
11776 case AEP_INVISIBLE:
11777 add_msg( m_good, _( "You fade into invisibility!" ) );
11778 break;
11779
11780 case AEP_CLAIRVOYANCE:
11782 add_msg( m_good, _( "You can see through walls!" ) );
11783 break;
11784
11786 add_msg( m_good, _( "You can see through everything!" ) );
11787 break;
11788
11789 case AEP_STEALTH:
11790 add_msg( m_good, _( "Your steps stop making noise." ) );
11791 break;
11792
11793 case AEP_GLOW:
11794 add_msg( _( "A glow of light forms around you." ) );
11795 break;
11796
11797 case AEP_PSYSHIELD:
11798 add_msg( m_good, _( "Your mental state feels protected." ) );
11799 break;
11800
11802 add_msg( m_good, _( "You feel insulated." ) );
11803 break;
11804
11805 case AEP_CARRY_MORE:
11806 add_msg( m_good, _( "Your back feels strengthened." ) );
11807 break;
11808
11809 case AEP_FUN:
11810 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11811 break;
11812
11813 case AEP_HUNGER:
11814 add_msg( m_warning, _( "You feel hungry." ) );
11815 break;
11816
11817 case AEP_THIRST:
11818 add_msg( m_warning, _( "You feel thirsty." ) );
11819 break;
11820
11821 case AEP_EVIL:
11822 add_msg( m_warning, _( "You feel an evil presence…" ) );
11823 break;
11824
11825 case AEP_SCHIZO:
11826 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11827 break;
11828
11829 case AEP_RADIOACTIVE:
11830 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11831 break;
11832
11833 case AEP_MUTAGENIC:
11834 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11835 break;
11836
11837 case AEP_ATTENTION:
11838 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11839 break;
11840
11841 case AEP_FORCE_TELEPORT:
11842 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11843 break;
11844
11845 case AEP_MOVEMENT_NOISE:
11846 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11847 break;
11848
11849 case AEP_BAD_WEATHER:
11850 add_msg( m_warning, _( "You feel storms coming." ) );
11851 break;
11852
11853 case AEP_SICK:
11854 add_msg( m_bad, _( "You feel unwell." ) );
11855 break;
11856
11857 case AEP_SMOKE:
11858 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11859 break;
11860 default:
11861 //Suppress warnings
11862 break;
11863 }
11864 }
11865
11866 std::string stat_info;
11867 if( net_str != 0 ) {
11868 stat_info += string_format( _( "Str %s%d! " ),
11869 ( net_str > 0 ? "+" : "" ), net_str );
11870 }
11871 if( net_dex != 0 ) {
11872 stat_info += string_format( _( "Dex %s%d! " ),
11873 ( net_dex > 0 ? "+" : "" ), net_dex );
11874 }
11875 if( net_int != 0 ) {
11876 stat_info += string_format( _( "Int %s%d! " ),
11877 ( net_int > 0 ? "+" : "" ), net_int );
11878 }
11879 if( net_per != 0 ) {
11880 stat_info += string_format( _( "Per %s%d! " ),
11881 ( net_per > 0 ? "+" : "" ), net_per );
11882 }
11883
11884 if( !stat_info.empty() ) {
11885 add_msg( m_neutral, stat_info );
11886 }
11887
11888 if( net_speed != 0 ) {
11889 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11890 }
11891}
@ m_good
Definition: enums.h:253
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
@ m_warning
Definition: enums.h:257
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3151 of file game.cpp.

3152{
3153 draw_callbacks.erase(
3154 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3155 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3156 return cbw.expired();
3157 } ),
3158 draw_callbacks.end()
3159 );
3160 draw_callbacks.emplace_back( cb );
3161 cb->added = true;
3163}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3116
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1967 of file game.cpp.

1968{
1969 follower_ids.insert( id );
1970 u.follower_ids.insert( id );
1971}
std::set< character_id > follower_ids
Definition: game.h:1060
std::set< character_id > follower_ids
Definition: player.h:615

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12049 of file game.cpp.

12050{
12051 return Creature_range( *this );
12052}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12054 of file game.cpp.

12055{
12056 return monster_range( *this );
12057}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12059 of file game.cpp.

12060{
12061 return npc_range( *this );
12062}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11963 of file game.cpp.

11964{
11965 return get_npcs_if( [&]( const npc & guy ) {
11966 if( !guy.is_hallucination() ) {
11967 return guy.is_ally( g->u );
11968 } else {
11969 return false;
11970 }
11971 } );
11972}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11986
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3260

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1955 of file game.cpp.

1956{
1957 int ret = next_mission_id;
1959 return ret;
1960}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3708 of file game.cpp.

3709{
3711 ++next_npc_id;
3712 return ret;
3713}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1760 of file game.cpp.

1761{
1762 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1763 vehicle *&v = veh.v;
1764 if( v->is_following ) {
1765 v->drive_to_local_target( m.getabs( u.pos() ), true );
1766 } else if( v->is_patrolling ) {
1767 v->autopilot_patrol();
1768 }
1769 }
1770}
const tripoint & pos() const override
Definition: character.cpp:714
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8226
VehicleList get_vehicles()
Definition: map.cpp:235
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11382 of file game.cpp.

11383{
11384 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11385 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11386 return;
11387 }
11388 quicksave(); //Driving checks are handled by quicksave()
11389}
time_t last_save_timestamp
Definition: game.h:1062
void quicksave()
Definition: game.cpp:11337

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8379 of file game.cpp.

8380{
8381 static const std::string salvage_string = "salvage";
8382 if( u.controlling_vehicle ) {
8383 add_msg( m_info, _( "You can't butcher while driving!" ) );
8384 return;
8385 }
8386
8387 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8388 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8389 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8390 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8391
8392 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8393 if( m.has_flag( "SEALED", u.pos() ) ) {
8394 if( m.sees_some_items( u.pos(), u ) ) {
8395 add_msg( m_info, _( "You can't access the items here." ) );
8396 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8397 add_msg( m_info, no_corpse_msg );
8398 } else {
8399 add_msg( m_info, no_knife_msg );
8400 }
8401 return;
8402 }
8403
8404 const item *first_item_without_tools = nullptr;
8405 // Indices of relevant items
8406 std::vector<map_stack::iterator> corpses;
8407 std::vector<map_stack::iterator> disassembles;
8408 std::vector<map_stack::iterator> salvageables;
8409 map_stack items = m.i_at( u.pos() );
8410 const inventory &crafting_inv = u.crafting_inventory();
8411
8412 // TODO: Properly handle different material whitelists
8413 // TODO: Improve quality of this section
8414 auto salvage_filter = []( item it ) {
8415 const auto usable = it.get_usable_item( salvage_string );
8416 return usable != nullptr;
8417 };
8418
8419 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8420 int salvage_tool_index = INT_MIN;
8421 item *salvage_tool = nullptr;
8422 const salvage_actor *salvage_iuse = nullptr;
8423 if( !salvage_tools.empty() ) {
8424 salvage_tool = salvage_tools.front();
8425 salvage_tool_index = u.get_item_position( salvage_tool );
8426 item *usable = salvage_tool->get_usable_item( salvage_string );
8427 salvage_iuse = dynamic_cast<const salvage_actor *>(
8428 usable->get_use( salvage_string )->get_actor_ptr() );
8429 }
8430
8431 // Reserve capacity for each to hold entire item set if necessary to prevent
8432 // reallocations later on
8433 corpses.reserve( items.size() );
8434 salvageables.reserve( items.size() );
8435 disassembles.reserve( items.size() );
8436
8437 // Split into corpses, disassemble-able, and salvageable items
8438 // It's not much additional work to just generate a corpse list and
8439 // clear it later, but does make the splitting process nicer.
8440 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8441 if( it->is_corpse() ) {
8442 corpses.push_back( it );
8443 } else {
8444 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8445 salvageables.push_back( it );
8446 }
8447 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8448 disassembles.push_back( it );
8449 } else if( !first_item_without_tools ) {
8450 first_item_without_tools = &*it;
8451 }
8452 }
8453 }
8454
8455 // Clear corpses if butcher and dissect factors are INT_MIN
8456 if( factor == INT_MIN && factorD == INT_MIN ) {
8457 corpses.clear();
8458 }
8459
8460 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8461 if( factor > INT_MIN || factorD > INT_MIN ) {
8462 add_msg( m_info, no_corpse_msg );
8463 } else {
8464 add_msg( m_info, no_knife_msg );
8465 }
8466
8467 if( first_item_without_tools ) {
8468 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8469 // Just for the "You need x to disassemble y" messages
8470 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8471 if( !ret.success() ) {
8472 add_msg( m_info, "%s", ret.c_str() );
8473 }
8474 }
8475 return;
8476 }
8477
8478 Creature *hostile_critter = is_hostile_very_close();
8479 if( hostile_critter != nullptr ) {
8480 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8481 hostile_critter->disp_name() ) ) {
8482 return;
8483 }
8484 }
8485
8486 // Magic indices for special butcher options
8487 enum : int {
8488 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8489 MULTIBUTCHER,
8490 MULTIDISASSEMBLE_ONE,
8491 MULTIDISASSEMBLE_ALL,
8492 NUM_BUTCHER_ACTIONS
8493 };
8494 // What are we butchering (i.e.. which vector to pick indices from)
8495 enum {
8496 BUTCHER_CORPSE,
8497 BUTCHER_DISASSEMBLE,
8498 BUTCHER_SALVAGE,
8499 BUTCHER_OTHER // For multisalvage etc.
8500 } butcher_select = BUTCHER_CORPSE;
8501 // Index to std::vector of iterators...
8502 int indexer_index = 0;
8503
8504 // Generate the indexed stacks so we can display them nicely
8505 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8506 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8507 // Always ask before cutting up/disassembly, but not before butchery
8508 size_t ret = 0;
8509 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8510 uilist kmenu;
8511 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8512
8513 size_t i = 0;
8514 // Add corpses, disassembleables, and salvagables to the UI
8515 add_corpses( kmenu, corpses, i );
8516 add_disassemblables( kmenu, disassembly_stacks, i );
8517 if( salvage_iuse && !salvageables.empty() ) {
8518 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8519 }
8520
8521 if( corpses.size() > 1 ) {
8522 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8523 }
8524 if( disassembles.size() > 1 ) {
8525 int time_to_disassemble = 0;
8526 int time_to_disassemble_all = 0;
8527 for( const auto &stack : disassembly_stacks ) {
8528 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8529 time_to_disassemble += time;
8530 time_to_disassemble_all += time * stack.second;
8531 }
8532
8533 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8534 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8535 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8536 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8537 }
8538 if( salvage_iuse && salvageables.size() > 1 ) {
8539 int time_to_salvage = 0;
8540 for( const auto &stack : salvage_stacks ) {
8541 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8542 }
8543
8544 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8545 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8546 }
8547
8548 kmenu.query();
8549
8550 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8551 return;
8552 }
8553
8554 ret = static_cast<size_t>( kmenu.ret );
8555 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8556 butcher_select = BUTCHER_OTHER;
8557 indexer_index = ret;
8558 } else if( ret < corpses.size() ) {
8559 butcher_select = BUTCHER_CORPSE;
8560 indexer_index = ret;
8561 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8562 butcher_select = BUTCHER_DISASSEMBLE;
8563 indexer_index = ret - corpses.size();
8564 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8565 butcher_select = BUTCHER_SALVAGE;
8566 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8567 } else {
8568 debugmsg( "Invalid butchery index: %d", ret );
8569 return;
8570 }
8571 }
8572
8573 if( !u.has_morale_to_craft() ) {
8574 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8575 add_msg( m_info,
8576 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8577 } else {
8578 add_msg( m_info,
8579 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8580 }
8581 return;
8582 }
8583 const auto helpers = u.get_crafting_helpers( 3 );
8584 for( const npc *np : helpers ) {
8585 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8586 }
8587 switch( butcher_select ) {
8588 case BUTCHER_OTHER:
8589 switch( indexer_index ) {
8590 case MULTISALVAGE:
8591 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8592 break;
8593 case MULTIBUTCHER:
8594 butcher_submenu( corpses );
8595 for( map_stack::iterator &it : corpses ) {
8596 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8597 }
8598 break;
8599 case MULTIDISASSEMBLE_ONE:
8600 crafting::disassemble_all( u, false );
8601 break;
8602 case MULTIDISASSEMBLE_ALL:
8604 break;
8605 default:
8606 debugmsg( "Invalid butchery type: %d", indexer_index );
8607 return;
8608 }
8609 break;
8610 case BUTCHER_CORPSE: {
8611 butcher_submenu( corpses, indexer_index );
8612 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8613 }
8614 break;
8615 case BUTCHER_DISASSEMBLE: {
8616 // Pick index of first item in the disassembly stack
8617 item *const target = &*disassembly_stacks[indexer_index].first;
8619 }
8620 break;
8621 case BUTCHER_SALVAGE: {
8622 if( !salvage_iuse || !salvage_tool ) {
8623 debugmsg( "null salve_iuse or salvage_tool" );
8624 } else {
8625 // Pick index of first item in the salvage stack
8626 item *const target = &*salvage_stacks[indexer_index].first;
8627 item_location item_loc( map_cursor( u.pos() ), target );
8628 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8629 }
8630 }
8631 break;
8632 }
8633}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:228
player_activity activity
Definition: character.h:1516
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2407
bool has_morale_to_craft() const
Definition: crafting.cpp:335
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:553
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9189
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3722
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:176
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7809
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7783
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2290
map_stack i_at(const tripoint &p)
Definition: map.cpp:4071
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4717
std::vector< item_location > targets
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2308
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:952
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8229
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8187
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8208
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8140
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8175
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1875
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2074
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2085
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:174

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1341 of file game.cpp.

1342{
1343 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1345 return;
1346 }
1347 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1348 const int light_sight_range = u.sight_range( g_light_level );
1349 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1350
1351 // The maximal offset will leave at least this many tiles
1352 // between the PC and the edge of the main window.
1353 static const int border_range = 2;
1354 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1355 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1356
1357 // velocity at or below this results in no offset at all
1358 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1359 // velocity at or above this results in maximal offset
1360 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1362 float velocity = veh->velocity;
1363 rl_vec2d offset = veh->move_vec();
1364 if( !veh->skidding && veh->player_in_control( u ) &&
1365 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1366 // Use the cruise controlled velocity, but only if
1367 // it is not too different from the actual velocity.
1368 // The actual velocity changes too often (see above slowdown).
1369 // Using it makes would make the offset change far too often.
1370 offset = veh->face_vec();
1371 velocity = veh->cruise_velocity;
1372 }
1373 float rel_offset;
1374 if( std::fabs( velocity ) < min_offset_vel ) {
1375 rel_offset = 0;
1376 } else if( std::fabs( velocity ) > max_offset_vel ) {
1377 rel_offset = ( velocity > 0 ) ? 1 : -1;
1378 } else {
1379 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1380 }
1381 // Squeeze into the corners, by making the offset vector longer,
1382 // the PC is still in view as long as both offset.x and
1383 // offset.y are <= 1
1384 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1385 offset.y /= std::fabs( offset.x );
1386 offset.x = ( offset.x > 0 ) ? +1 : -1;
1387 } else if( std::fabs( offset.y ) > 0.2 ) {
1388 offset.x /= std::fabs( offset.y );
1389 offset.y = offset.y > 0 ? +1 : -1;
1390 }
1391 offset.x *= rel_offset;
1392 offset.y *= rel_offset;
1393 offset.x *= max_offset.x;
1394 offset.y *= max_offset.y;
1395 // [ ----@---- ] sight=6
1396 // [ --@------ ] offset=2
1397 // [ -@------# ] offset=3
1398 // can see sights square in every direction, total visible area is
1399 // (2*sight+1)x(2*sight+1), but the window is only
1400 // getmaxx(w_terrain) x getmaxy(w_terrain)
1401 // The area outside of the window is maxoff (sight-getmax/2).
1402 // If that value is <= 0, the whole visible area fits the window.
1403 // don't apply the view offset at all.
1404 // If the offset is > maxoff, only apply at most maxoff, everything
1405 // above leads to invisible area in front of the car.
1406 // It will display (getmax/2+offset) squares in one direction and
1407 // (getmax/2-offset) in the opposite direction (centered on the PC).
1408 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1409 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1410 if( maxoff.x <= 0 ) {
1411 offset.x = 0;
1412 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1413 offset.x = maxoff.x;
1414 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1415 offset.x = -maxoff.x;
1416 }
1417 if( maxoff.y <= 0 ) {
1418 offset.y = 0;
1419 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1420 offset.y = maxoff.y;
1421 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1422 offset.y = -maxoff.y;
1423 }
1424
1425 // Turn the offset into a vector that increments the offset toward the desired position
1426 // instead of setting it there instantly, should smooth out jerkiness.
1427 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1428
1429 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1430 ( offset_difference.y < 0 ) ? -1 : 1 );
1431 // Shift the current offset in the direction of the calculated offset by one tile
1432 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1433 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1434 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1435 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1436 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1437
1438 set_driving_view_offset( point( offset.x, offset.y ) );
1439}
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
point driving_view_offset
Definition: game.h:1018
catacurses::window w_terrain
Definition: game.h:1008
void set_driving_view_offset(const point &p)
Definition: game.cpp:1698
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3694
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1323
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1799 of file game.cpp.

1800{
1802 if( u.has_distant_destination() ) {
1803 if( cancel_auto_move( u, text ) ) {
1804 return true;
1805 } else {
1807 return false;
1808 }
1809 }
1811 return false;
1812 }
1813 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1814 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1816
1817 const auto &action = query_popup()
1818 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1819 .message( force_uc ?
1820 pgettext( "cancel_activity_or_ignore_query",
1821 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1822 pgettext( "cancel_activity_or_ignore_query",
1823 "<color_light_red>%s %s</color>" ),
1824 text, u.activity.get_stop_phrase() )
1825 .option( "YES", allow_key )
1826 .option( "NO", allow_key )
1827 .option( "IGNORE", allow_key )
1828 .query()
1829 .action;
1830
1831 if( action == "YES" ) {
1833 return true;
1834 }
1835 if( action == "IGNORE" ) {
1837 for( auto &activity : u.backlog ) {
1838 activity.ignore_distraction( type );
1839 }
1840 }
1841
1844
1845 return false;
1846}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9232
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1517
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1786
void redraw()
Definition: ui_manager.cpp:285
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1848 of file game.cpp.

1849{
1851 if( u.has_distant_destination() ) {
1852 if( cancel_auto_move( u, text ) ) {
1853 return true;
1854 } else {
1856 return false;
1857 }
1858 }
1859 if( !u.activity ) {
1860 return false;
1861 }
1862 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1866 return true;
1867 }
1868 return false;
1869}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9264

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1772 of file game.cpp.

1774{
1775 //spawn the corpse, rotten by a part of the duration
1777 catch_duration ) ) );
1778 if( u.sees( pos ) ) {
1779 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1780 }
1781 //quietly kill the caught
1782 fish->no_corpse_quiet = true;
1783 fish->die( p );
1784}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:506
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4216
bool no_corpse_quiet
Definition: monster.h:484
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2247
const mtype * type
Definition: monster.h:480
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:3973
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 394 of file npctalk.cpp.

395{
396 int volume = g->u.get_shout_volume();
397
398 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
399 // TODO: Get rid of the z-level check when z-level vision gets "better"
400 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
401 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
402 } );
403 const int available_count = available.size();
404 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
405 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
406 } );
407 const int follower_count = followers.size();
408 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
409 return guy.mission == NPC_MISSION_GUARD_ALLY &&
410 guy.companion_mission_role_id != "FACTION_CAMP" &&
411 guy.can_hear( u.pos(), volume );
412 } );
413 const int guard_count = guards.size();
414
415 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
416 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
417 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
418 return;
419 }
420 std::vector<vehicle *> animal_vehicles;
421 std::vector<vehicle *> following_vehicles;
422 std::vector<vehicle *> magic_vehicles;
423 std::vector<vehicle *> magic_following_vehicles;
424 for( auto &veh : g->m.get_vehicles() ) {
425 auto &v = veh.v;
426 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
427 animal_vehicles.push_back( v );
428 if( v->is_following ) {
429 following_vehicles.push_back( v );
430 }
431 }
432 if( v->magic ) {
433 for( const vpart_reference &vp : v->get_all_parts() ) {
434 const vpart_info &vpi = vp.info();
435 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
436 magic_vehicles.push_back( v );
437 if( v->is_following ) {
438 magic_following_vehicles.push_back( v );
439 }
440 break;
441 }
442 }
443 }
444 }
445
446 uilist nmenu;
447 nmenu.text = std::string( _( "What do you want to do?" ) );
448
449 if( !available.empty() ) {
450 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
451 string_format( _( "Talk to %s" ), available.front()->name ) :
452 _( "Talk to…" )
453 );
454 }
455 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
456 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
457 if( !animal_vehicles.empty() ) {
459 _( "Whistle at your animals pulling vehicles to follow you." ) );
460 }
461 if( !magic_vehicles.empty() ) {
463 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
464 }
465 if( !magic_following_vehicles.empty() ) {
467 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
468 }
469 if( !following_vehicles.empty() ) {
471 _( "Whistle at your animals pulling vehicles to stop following you." ) );
472 }
473 if( !guards.empty() ) {
474 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
475 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
476 _( "Tell someone to follow…" )
477 );
478 }
479 if( !followers.empty() ) {
480 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
481 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
482 _( "Tell someone to guard…" )
483 );
484 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
485 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
486 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
487 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
488 _( "Tell everyone on your team to prepare for danger" ) );
489 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
490 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
491 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
492 }
493 std::string message;
494 std::string yell_msg;
495 bool is_order = true;
496 nmenu.query();
497
498 if( nmenu.ret < 0 ) {
499 return;
500 }
501
502 switch( nmenu.ret ) {
503 case NPC_CHAT_TALK: {
504 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
505 if( npcselect < 0 ) {
506 return;
507 }
508 available[npcselect]->talk_to_u();
509 break;
510 }
511 case NPC_CHAT_YELL:
512 is_order = false;
513 message = _( "loudly." );
514 break;
515 case NPC_CHAT_SENTENCE: {
516 std::string popupdesc = _( "Enter a sentence to yell" );
518 popup.title( _( "Yell a sentence" ) )
519 .width( 64 )
520 .description( popupdesc )
521 .identifier( "sentence" )
522 .max_length( 128 )
523 .query();
524 yell_msg = popup.text();
525 is_order = false;
526 break;
527 }
528 case NPC_CHAT_GUARD: {
529 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
530 if( npcselect < 0 ) {
531 return;
532 }
533 if( npcselect == follower_count ) {
534 for( npc *them : followers ) {
536 }
537 yell_msg = _( "Everyone guard here!" );
538 } else {
539 talk_function::assign_guard( *followers[npcselect] );
540 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
541 }
542 break;
543 }
544 case NPC_CHAT_FOLLOW: {
545 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
546 if( npcselect < 0 ) {
547 return;
548 }
549 if( npcselect == guard_count ) {
550 for( npc *them : guards ) {
552 }
553 yell_msg = _( "Everyone follow me!" );
554 } else {
555 talk_function::stop_guard( *guards[npcselect] );
556 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
557 }
558 break;
559 }
560 case NPC_CHAT_AWAKE:
561 for( npc *them : followers ) {
562 talk_function::wake_up( *them );
563 }
564 yell_msg = _( "Stay awake!" );
565 break;
566 case NPC_CHAT_MOUNT:
567 for( npc *them : followers ) {
568 if( them->has_effect( effect_riding ) ) {
569 continue;
570 }
572 }
573 yell_msg = _( "Mount up!" );
574 break;
576 for( npc *them : followers ) {
577 if( them->has_effect( effect_riding ) ) {
578 them->npc_dismount();
579 }
580 }
581 yell_msg = _( "Dismount!" );
582 break;
583 case NPC_CHAT_DANGER:
584 for( npc *them : followers ) {
585 them->rules.set_danger_overrides();
586 }
587 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
588 "and don't open any doors." );
589 break;
591 for( npc *p : followers ) {
593 }
594 yell_msg = _( "As you were." );
595 break;
596 case NPC_CHAT_ORDERS:
597 npc_temp_orders_menu( followers );
598 break;
601 break;
604 break;
607 break;
610 break;
611 default:
612 return;
613 }
614
615 if( !yell_msg.empty() ) {
616 message = string_format( "\"%s\"", yell_msg );
617 }
618 if( !message.empty() ) {
619 add_msg( _( "You yell %s" ), message );
620 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
621 }
622
623 u.moves -= 100;
624}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7729
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1987
bool is_following() const
Definition: npc.cpp:2018
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:403
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4126
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:220
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:377
static void tell_veh_stop_following()
Definition: npctalk.cpp:340
static void assign_veh_to_follow()
Definition: npctalk.cpp:351
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:252
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_YELL
Definition: npctalk.cpp:195
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:198
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:197
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:203
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:196
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:210
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:202
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:199
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_TALK
Definition: npctalk.cpp:194
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:361
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 347 of file game.cpp.

348{
349 auto &tree = world_generator->get_mod_manager().get_tree();
350
351 // deduplicated list of mods to check
352 std::set<mod_id> check( opts.begin(), opts.end() );
353
354 // if no specific mods specified check all non-obsolete mods
355 if( check.empty() ) {
356 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
357 if( !e->obsolete ) {
358 check.emplace( e );
359 }
360 }
361 }
362
363 if( check.empty() ) {
364 world_generator->set_active_world( nullptr );
365 world_generator->init();
366 const std::vector<mod_id> mods_empty;
367 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
368 world_generator->set_active_world( test_world );
369
370 // if no loadable mods then test core data only
371 try {
374 } catch( const std::exception &err ) {
375 std::cerr << "Error loading data from json: " << err.what() << std::endl;
376 }
377
378 std::string world_name = world_generator->active_world->world_name;
379 world_generator->delete_world( world_name, true );
380
383 }
384
385 for( const auto &e : check ) {
386 world_generator->set_active_world( nullptr );
387 world_generator->init();
388 const std::vector<mod_id> mods_empty;
389 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
390 if( !test_world ) {
391 std::cerr << "Failed to generate test world." << std::endl;
392 return false;
393 }
394 world_generator->set_active_world( test_world );
395
396 if( !e.is_valid() ) {
397 std::cerr << "Unknown mod: " << e.str() << std::endl;
398 return false;
399 }
400
401 const MOD_INFORMATION &mod = *e;
402
403 if( !tree.is_available( mod.ident ) ) {
404 std::cerr << "Missing dependencies: " << mod.name() << "\n"
405 << tree.get_node( mod.ident )->s_errors() << std::endl;
406 return false;
407 }
408
409 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
410
411 try {
413
414 // Load any dependencies
415 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
416 load_data_from_dir( dep->path, dep->ident.str(), ui );
417 }
418
419 // Load mod itself
420 load_data_from_dir( mod.path, mod.ident.str(), ui );
422 } catch( const std::exception &err ) {
423 std::cerr << "Error loading data: " << err.what() << std::endl;
424 }
425
426 std::string world_name = world_generator->active_world->world_name;
427 world_generator->delete_world( world_name, true );
428
431 }
432 return true;
433}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:627
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:112
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:449
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:440
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6103 of file game.cpp.

6104{
6105 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6106}
static zone_manager & get_manager()
Definition: clzones.cpp:125
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8635 of file game.cpp.

8636{
8637 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8638 // Already warned player since safe_mode_warning_logged is set.
8639 return false;
8640 }
8641
8642 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8643 if( !msg_ignore.empty() ) {
8644 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8645 // Operate on a wide-char basis to prevent corrupted multi-byte string
8646 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8647 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8648 }
8649
8651 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8652 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8654 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8655 } else {
8657 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8658 }
8660 return false;
8661 }
8662 if( safe_mode != SAFE_MODE_STOP ) {
8663 return true;
8664 }
8665 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8666 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8667 return true;
8668 }
8669 // Monsters around and we don't want to run
8670 std::string spotted_creature_name;
8671 const monster_visible_info &mon_visible = u.get_mon_visible();
8672 const auto &new_seen_mon = mon_visible.new_seen_mon;
8673
8674 if( new_seen_mon.empty() ) {
8675 // naming consistent with code in game::mon_info
8676 spotted_creature_name = _( "a survivor" );
8678 } else {
8679 spotted_creature_name = new_seen_mon.back()->name();
8680 get_safemode().lastmon_whitelist = spotted_creature_name;
8681 }
8682
8683 std::string whitelist;
8684 if( !get_safemode().empty() ) {
8685 whitelist = string_format( _( " or %s to whitelist the monster" ),
8687 }
8688
8689 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8691 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8692 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8694 return false;
8695}
std::string press_x(action_id act)
Definition: action.cpp:452
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
int get_int_base() const override
Definition: avatar.cpp:1001
monster_visible_info & get_mon_visible()
Definition: avatar.h:211
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:281
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:286
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:40

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6098 of file game.cpp.

6099{
6100 return zone_manager::get_manager().has( type, m.getabs( where ) );
6101}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1037 of file game.cpp.

1038{
1039 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1040 // Put (non-hallucinations) into the overmap so they are not lost.
1041 for( monster &critter : all_monsters() ) {
1042 despawn_monster( critter );
1043 }
1044 // Reset NPC factions and disposition
1046 // Save the factions', missions and set the NPC's overmap coordinates
1047 // Npcs are saved in the overmap.
1048 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1049 // save artifacts.
1051
1052 // and the overmap, and the local map.
1053 save_maps(); //Omap also contains the npcs who need to be saved.
1054 }
1055
1056 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1057 std::vector<std::string> vRip;
1058
1059 int iMaxWidth = 0;
1060 int iNameLine = 0;
1061 int iInfoLine = 0;
1062
1065 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1066 vRip.emplace_back( " _______ ___" );
1067 vRip.emplace_back( " < `/ |" );
1068 vRip.emplace_back( " > _ _ (" );
1069 vRip.emplace_back( " | |_) | |_) |" );
1070 vRip.emplace_back( " | | \\ | | |" );
1071 vRip.emplace_back( " ______.__%_| |_________ __" );
1072 vRip.emplace_back( " _/ \\| |" );
1073 iNameLine = vRip.size();
1074 vRip.emplace_back( "| <" );
1075 vRip.emplace_back( "| |" );
1076 iMaxWidth = utf8_width( vRip.back() );
1077 vRip.emplace_back( "| |" );
1078 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1079 vRip.emplace_back( " | |" );
1080 iInfoLine = vRip.size();
1081 vRip.emplace_back( " | |" );
1082 vRip.emplace_back( " | <" );
1083 vRip.emplace_back( " | |" );
1084 vRip.emplace_back( " | _ |" );
1085 vRip.emplace_back( " |__/ |" );
1086 vRip.emplace_back( " % / `--. |%" );
1087 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1088 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1089 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1090 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1091
1092 } else {
1093 vRip.emplace_back( " _______ ___" );
1094 vRip.emplace_back( " | \\/ |" );
1095 vRip.emplace_back( " | |" );
1096 vRip.emplace_back( " | |" );
1097 iInfoLine = vRip.size();
1098 vRip.emplace_back( " | |" );
1099 vRip.emplace_back( " | |" );
1100 vRip.emplace_back( " | |" );
1101 vRip.emplace_back( " | |" );
1102 vRip.emplace_back( " | <" );
1103 vRip.emplace_back( " | _ |" );
1104 vRip.emplace_back( " |__/ |" );
1105 vRip.emplace_back( " ______.__%_| |__________ _" );
1106 vRip.emplace_back( " _/ \\| \\" );
1107 iNameLine = vRip.size();
1108 vRip.emplace_back( "| <" );
1109 vRip.emplace_back( "| |" );
1110 iMaxWidth = utf8_width( vRip.back() );
1111 vRip.emplace_back( "| |" );
1112 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1113 vRip.emplace_back( " % / `_-. _ |%" );
1114 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1115 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1116 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1117 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1118 }
1119 } else {
1120 vRip.emplace_back( R"( _________ ____ )" );
1121 vRip.emplace_back( R"( _/ `/ \_ )" );
1122 vRip.emplace_back( R"( _/ _ _ \_. )" );
1123 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1124 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1125 vRip.emplace_back( R"( _/ \_ )" );
1126 vRip.emplace_back( R"(| |)" );
1127 iNameLine = vRip.size();
1128 vRip.emplace_back( R"( ) < )" );
1129 vRip.emplace_back( R"(| |)" );
1130 vRip.emplace_back( R"(| |)" );
1131 vRip.emplace_back( R"(| _ |)" );
1132 vRip.emplace_back( R"(|__/ |)" );
1133 iMaxWidth = utf8_width( vRip.back() );
1134 vRip.emplace_back( R"( / `--. |)" );
1135 vRip.emplace_back( R"(| ( )" );
1136 iInfoLine = vRip.size();
1137 vRip.emplace_back( R"(| |)" );
1138 vRip.emplace_back( R"(| |)" );
1139 vRip.emplace_back( R"(| % . |)" );
1140 vRip.emplace_back( R"(| @` %% |)" );
1141 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1142 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1143 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1144 }
1145
1146 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1147 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1148
1150 point( iOffsetX, iOffsetY ) );
1151 draw_border( w_rip );
1152
1153 sfx::do_player_death_hurt( g->u, true );
1158
1159 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1160 size_t iX = 0;
1161 const char *str = vRip[iY].data();
1162 for( int slen = vRip[iY].size(); slen > 0; ) {
1163 const uint32_t cTemp = UTF8_getch( &str, &slen );
1164 if( cTemp != U' ' ) {
1165 nc_color ncColor = c_light_gray;
1166
1167 if( cTemp == U'%' ) {
1168 ncColor = c_green;
1169
1170 } else if( cTemp == U'_' || cTemp == U'|' ) {
1171 ncColor = c_white;
1172
1173 } else if( cTemp == U'@' ) {
1174 ncColor = c_brown;
1175
1176 } else if( cTemp == U'*' ) {
1177 ncColor = c_red;
1178 }
1179
1180 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1181 cTemp );
1182 }
1183 iX += mk_wcwidth( cTemp );
1184 }
1185 }
1186
1187 std::string sTemp;
1188
1189 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1190
1192 const int minutes = to_minutes<int>( survived ) % 60;
1193 const int hours = to_hours<int>( survived ) % 24;
1194 const int days = to_days<int>( survived );
1195
1196 if( days > 0 ) {
1197 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1198 } else if( hours > 0 ) {
1199 sTemp = string_format( "%dh %dm", hours, minutes );
1200 } else {
1201 sTemp = string_format( "%dm", minutes );
1202 }
1203
1204 center_print( w_rip, iInfoLine++, c_white, sTemp );
1205
1206 const int iTotalKills = get_kill_tracker().monster_kill_count();
1207
1208 sTemp = _( "Kills:" );
1209 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1210 ( sTemp + " " ) );
1211 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1212
1213 sTemp = _( "In memory of:" );
1214 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1216 sTemp );
1217
1218 sTemp = u.name;
1219 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1220 sTemp );
1221
1222 sTemp = _( "Last Words:" );
1223 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1225 sTemp );
1226
1227 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1228 std::string sLastWords = string_input_popup()
1229 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1230 .max_length( iMaxWidth - 4 - 1 )
1231 .query_string();
1232 death_screen();
1233 const bool is_suicide = uquit == QUIT_SUICIDE;
1234 events().send<event_type::game_over>( is_suicide, sLastWords );
1235 // Struck the save_player_data here to forestall Weirdness
1236 std::string char_filename = generate_memorial_filename( u.name );
1237 move_save_to_graveyard( char_filename );
1238 write_memorial_file( char_filename, sLastWords );
1239 memorial().clear();
1240 std::vector<std::string> characters = list_active_characters();
1241 // remove current player from the active characters list, as they are dead
1242 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1243 characters.end(), u.name );
1244 if( curchar != characters.end() ) {
1245 characters.erase( curchar );
1246 }
1247
1248 if( characters.empty() ) {
1249 bool queryDelete = false;
1250 bool queryReset = false;
1251
1252 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1253 bool decided = false;
1254 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1255 "will not all reset when starting a new character in an "
1256 "already-played world. This can lead to some strange "
1257 "behavior.\n\n"
1258 "Are you sure you wish to keep this world?"
1259 );
1260
1261 while( !decided ) {
1262 uilist smenu;
1263 smenu.allow_cancel = false;
1264 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1265 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1266 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1267 smenu.query();
1268
1269 switch( smenu.ret ) {
1270 case 0:
1271 queryReset = true;
1272 decided = true;
1273 break;
1274 case 1:
1275 queryDelete = true;
1276 decided = true;
1277 break;
1278 case 2:
1279 decided = query_yn( buffer );
1280 break;
1281 }
1282 }
1283 }
1284
1285 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1286 world_generator->delete_world( world_generator->active_world->world_name, true );
1287
1288 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1289 world_generator->delete_world( world_generator->active_world->world_name, false );
1290 }
1291 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1292 std::string tmpmessage;
1293 for( auto &character : characters ) {
1294 tmpmessage += "\n ";
1295 tmpmessage += character;
1296 }
1297 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1298 }
1299 if( gamemode ) {
1300 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1301 }
1302 }
1303
1304 //Reset any offset due to driving
1306
1307 //clear all sound channels
1313
1314 MAPBUFFER.reset();
1316
1317#if defined(__ANDROID__)
1318 quick_shortcuts_map.clear();
1319#endif
1320 return true;
1321}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1504
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2553
bool save_maps()
Definition: game.cpp:2817
std::unique_ptr< special_game > gamemode
Definition: game.h:1076
void death_screen()
Definition: game.cpp:2503
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12054
bool save_factions_missions_npcs()
Definition: game.cpp:2803
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11079
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:975
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2916
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:2901
bool save_artifacts()
Definition: game.cpp:2811
memorial_logger & memorial()
Definition: game.cpp:2866
void reset_npc_dispositions()
Definition: game.cpp:2775
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1010
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1618
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1617
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4170 of file game.cpp.

4171{
4172 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4173 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4174 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4175
4176 bool npc_is_dead = false;
4177 // can't use all_npcs as that does not include dead ones
4178 for( const auto &n : active_npc ) {
4179 if( n->is_dead() ) {
4180 n->die( nullptr ); // make sure this has been called to create corpses etc.
4181 npc_is_dead = true;
4182 }
4183 }
4184
4185 if( monster_is_dead ) {
4186 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4187 critter_tracker->remove_dead();
4188 }
4189
4190 if( npc_is_dead ) {
4191 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4192 if( ( *it )->is_dead() ) {
4193 remove_npc_follower( ( *it )->getID() );
4194 overmap_buffer.remove_npc( ( *it )->getID() );
4195 it = active_npc.erase( it );
4196 } else {
4197 it++;
4198 }
4199 }
4200 }
4201
4202 critter_died = false;
4203}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1973
pimpl< Creature_tracker > critter_tracker
Definition: game.h:994
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1058
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1070
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4844 of file game.cpp.

4845{
4846 critter_tracker->clear();
4847}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5258 of file game.cpp.

5259{
5260 static const itype_id fuel_type_animal( "animal" );
5261 int veh_part = -1;
5262 vehicle *veh = remoteveh();
5263 if( veh == nullptr ) {
5264 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5265 veh = &vp->vehicle();
5266 veh_part = vp->part_index();
5267 }
5268 }
5269 if( veh != nullptr && veh->player_in_control( u ) &&
5270 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5271 veh->use_controls( u.pos() );
5272 } else if( veh && veh->player_in_control( u ) &&
5273 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5274 u.controlling_vehicle = false;
5275 add_msg( m_info, _( "You let go of the reins." ) );
5276 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5277 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5278 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5279 u.in_vehicle ) {
5280 if( u.has_trait( trait_WAYFARER ) ) {
5281 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5282 return;
5283 }
5284 if( !veh->interact_vehicle_locked() ) {
5285 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5286 return;
5287 }
5288 if( veh->engine_on ) {
5289 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5290 return;
5291 }
5292 u.controlling_vehicle = true;
5293 add_msg( _( "You take control of the %s." ), veh->name );
5294 } else {
5295 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5296 return;
5297 }
5298 veh->start_engines( true );
5299 }
5300 } else { // Start looking for nearby vehicle controls.
5301 int num_valid_controls = 0;
5302 cata::optional<tripoint> vehicle_position;
5303 cata::optional<vpart_reference> vehicle_controls;
5304 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5305 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5306 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5307 if( controls ) {
5308 num_valid_controls++;
5309 vehicle_position = elem;
5310 vehicle_controls = controls;
5311 }
5312 }
5313 }
5314 if( num_valid_controls < 1 ) {
5315 add_msg( _( "No vehicle controls found." ) );
5316 return;
5317 } else if( num_valid_controls > 1 ) {
5318 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5319 if( !vehicle_position ) {
5320 return;
5321 }
5322 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5323 if( vp ) {
5324 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5325 if( !vehicle_controls ) {
5326 add_msg( _( "The vehicle doesn't have controls there." ) );
5327 return;
5328 }
5329 } else {
5330 add_msg( _( "No vehicle there." ) );
5331 return;
5332 }
5333 }
5334 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5335 if( vehicle_controls ) {
5336 veh = &vehicle_controls->vehicle();
5337 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5338 return;
5339 }
5340 veh->use_controls( *vehicle_position );
5341 //May be folded up (destroyed), so need to re-get it
5342 veh = g->remoteveh();
5343 }
5344 }
5345 if( veh ) {
5346 // If we reached here, we gained control of a vehicle.
5347 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5348 for( const tripoint &target : veh->get_points() ) {
5349 u.clear_memorized_tile( m.getabs( target ) );
5350 }
5351 veh->is_following = false;
5352 veh->is_patrolling = false;
5353 veh->autopilot_on = false;
5354 veh->is_autodriving = false;
5355 }
5356}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1019
bool in_vehicle
Definition: character.h:1511
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:165
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2339
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8570
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1006
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:90
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6758
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3053 of file game.cpp.

3054{
3056 if( !ui ) {
3057 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3058 ui->on_redraw( []( const ui_adaptor & ) {
3059 g->draw();
3060 } );
3061 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3062 // remove some space for the sidebar, this is the maximal space
3063 // (using standard font) that the terrain window can have
3064 const int sidebar_left = panel_manager::get_manager().get_width_left();
3065 const int sidebar_right = panel_manager::get_manager().get_width_right();
3066
3068 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3071
3072 /**
3073 * In tiles mode w_terrain can have a different font (with a different
3074 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3075 * might have a different dimension then the normal font used everywhere else.
3076 *
3077 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3078 * be displayed in w_terrain (using it's specific tile dimension), not
3079 * including partially drawn squares at the right/bottom. You should
3080 * use it whenever you want to draw specific squares in that window or to
3081 * determine whether a specific square is draw on screen (or outside the screen
3082 * and needs scrolling).
3083 *
3084 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3085 * w_terrain in the standard font dimension (the font that everything else uses).
3086 * You usually don't have to use it, expect for positioning of windows,
3087 * because the window positions use the standard font dimension.
3088 *
3089 * The code here calculates size available for w_terrain, caps it at
3090 * max_view_size (the maximal view range than any character can have at
3091 * any time).
3092 * It is stored in TERRAIN_WINDOW_*.
3093 */
3095
3096 // Position of the player in the terrain window, it is always in the center
3099
3101 point( sidebar_left, 0 ) );
3102
3103 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3105
3106 // need to init in order to avoid crash. gets updated by the panel code.
3108
3109 ui.position_from_window( catacurses::stdscr );
3110 } );
3111 ui->mark_resize();
3112 }
3113 return ui;
3114}
catacurses::window w_pixel_minimap
Definition: game.h:1012
catacurses::window w_minimap_ptr
Definition: game.h:1049
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1095
catacurses::window w_minimap
Definition: game.h:1011
catacurses::window w_terrain_ptr
Definition: game.h:1048
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2294
int get_width_left()
Definition: panels.cpp:2302
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 980 of file game.cpp.

981{
982 if( !get_option<bool>( "STATIC_NPC" ) ||
983 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
984 return; //Do not generate a starting npc.
985 }
986
987 //We don't want more than one starting npc per starting location
988 const int radius = 1;
989 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
990 return; //There is already an NPC in this starting location
991 }
992
993 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
994 tmp->normalize();
995 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
996 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
998 tmp->form_opinion( u );
999 tmp->set_attitude( NPCATT_NULL );
1000 //This sets the NPC mission. This NPC remains in the starting location.
1001 tmp->mission = NPC_MISSION_SHELTER;
1002 tmp->chatbin.first_topic = "TALK_SHELTER";
1003 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
1004 tmp->set_fac( faction_id( "no_faction" ) );
1005 //One random starting NPC mission
1006 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
1007 tmp->getID() ) );
1008}
int get_levy() const
Definition: game.cpp:11944
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11939
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4649 of file game.cpp.

4650{
4651 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4652 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4653 return nullptr;
4654 }
4655 // if we wanted to check for an NPC / player / avatar,
4656 // there is sometimes a monster AND an NPC/player there at the same time.
4657 // because the NPC/player etc may be riding that monster.
4658 // so only return the monster if we were actually looking for a monster.
4659 // otherwise, keep looking for the rider.
4660 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4661 // which is ok for the occasions where that happens.
4662 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4663 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4664 std::is_same<T, const Creature>::value ) ) {
4665 return dynamic_cast<T *>( mon_ptr.get() );
4666 }
4667 }
4668 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4669 if( p == u.pos() ) {
4670 return dynamic_cast<T *>( &u );
4671 }
4672 }
4673 for( auto &cur_npc : active_npc ) {
4674 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4675 return dynamic_cast<T *>( cur_npc.get() );
4676 }
4677 }
4678 return nullptr;
4679}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4682 of file game.cpp.

4683{
4684 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4685}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4728 of file game.cpp.

4729{
4730 if( id == u.getID() ) {
4731 // player is always alive, therefore no is-dead check
4732 return dynamic_cast<T *>( &u );
4733 }
4734 return find_npc( id );
4735}
character_id getID() const
Definition: character.cpp:477
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1962

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2503 of file game.cpp.

2504{
2505 gamemode->game_over();
2509 follower_ids.clear();
2511}
stats_tracker & stats()
Definition: game.cpp:2861
void disp_NPC_epilogues()
Definition: game.cpp:2940
void display_faction_epilogues()
Definition: game.cpp:2957
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, get_kill_tracker(), show_scores_ui(), and stats().

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11079 of file game.cpp.

11080{
11081 if( !critter.is_hallucination() ) {
11082 // hallucinations aren't stored, they come and go as they like,
11084 }
11085
11086 critter.on_unload();
11087 remove_zombie( critter );
11088 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11089 critter.set_hp( 0 );
11090}
void remove_zombie(const monster &critter)
Definition: game.cpp:4839
bool is_hallucination() const override
Definition: monster.cpp:2652
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:2984
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1635
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8703 of file game.cpp.

8704{
8705 monster *const mon_ptr = critter_at<monster>( p );
8706 if( !mon_ptr ) {
8707 return false;
8708 }
8709 monster &critter = *mon_ptr;
8710 if( critter.friendly == 0 || critter.has_flag( MF_RIDEABLE_MECH ) ||
8711 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8712 // Can only disable / reprogram friendly monsters
8713 return false;
8714 }
8715 const auto mid = critter.type->id;
8716 const auto mon_item_id = critter.type->revert_to_itype;
8717 if( !mon_item_id.is_empty() &&
8718 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8719
8720 u.moves -= 100;
8721 m.add_item_or_charges( p, critter.to_item() );
8722 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8723 for( auto &ammodef : critter.ammo ) {
8724 if( ammodef.second > 0 ) {
8725 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8726 }
8727 }
8728 }
8729 remove_zombie( critter );
8730 return true;
8731 }
8732 // Manhacks are special, they have their own menu here.
8733 if( mid == mon_manhack ) {
8734 int choice = UILIST_CANCEL;
8735 if( critter.has_effect( effect_docile ) ) {
8736 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8737 } else {
8738 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8739 }
8740 switch( choice ) {
8741 case 0:
8742 if( critter.has_effect( effect_docile ) ) {
8743 critter.remove_effect( effect_docile );
8744 if( one_in( 3 ) ) {
8745 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8746 critter.name() );
8747 }
8748 } else {
8749 critter.add_effect( effect_docile, 1_turns, num_bp );
8750 if( one_in( 3 ) ) {
8751 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8752 critter.name() );
8753 }
8754 }
8755 u.moves -= 100;
8756 return true;
8757 default:
8758 break;
8759 }
8760 }
8761 return false;
8762}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4175
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2792
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1811
int friendly
Definition: monster.h:473
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
std::map< itype_id, int > ammo
Definition: monster.h:514
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:361
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2940 of file game.cpp.

2941{
2942 // TODO: This search needs to be expanded to all NPCs
2943 for( auto elem : follower_ids ) {
2945 if( !guy ) {
2946 continue;
2947 }
2948 const auto new_win = []() {
2950 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2951 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2952 };
2953 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2954 }
2955}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2991 of file game.cpp.

2992{
2993 const tripoint_abs_omt ppos = u.global_omt_location();
2994 const tripoint &lpos = u.pos();
2995 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2996 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2997
2999 ui_adaptor ui;
3000 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
3003 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
3004 ui.position_from_window( w );
3005 } );
3006 ui.mark_resize();
3007 ui.on_redraw( [&]( const ui_adaptor & ) {
3008 werase( w );
3009 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3010 // NOLINTNEXTLINE(cata-use-named-point-constants)
3011 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3012 size_t i;
3013 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3014 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3015 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3016 apos.to_string() );
3017 }
3018 for( const monster &m : all_monsters() ) {
3019 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3020 m.posx(), m.posy(), m.posz() );
3021 ++i;
3022 }
3023 wnoutrefresh( w );
3024 } );
3025
3026 input_context ctxt( "DISP_NPCS" );
3027 ctxt.register_action( "CONFIRM" );
3028 ctxt.register_action( "QUIT" );
3029 ctxt.register_action( "HELP_KEYBINDINGS" );
3030 bool stop = false;
3031 while( !stop ) {
3033 const std::string action = ctxt.handle_input();
3034 if( action == "CONFIRM" || action == "QUIT" ) {
3035 stop = true;
3036 }
3037 }
3038}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6336
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1322
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2957 of file game.cpp.

2958{
2959 for( const auto &elem : faction_manager_ptr->all() ) {
2960 if( elem.second.known_by_u ) {
2961 const std::vector<std::string> epilogue = elem.second.epilogue();
2962 if( !epilogue.empty() ) {
2963 const auto new_win = []() {
2965 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2966 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2967 };
2968 scrollable_text( new_win, elem.second.name,
2969 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2970 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2971 return lhs + "\n" + rhs;
2972 } ) );
2973 }
2974 }
2975 }
2976}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:995

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11291 of file game.cpp.

11292{
11293 if( use_tiles ) {
11295 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11296 return;
11297 }
11298 uilist lighting_menu;
11299 std::vector<std::string> lighting_menu_strings{
11300 "Global lighting conditions"
11301 };
11302
11303 int count = 0;
11304 for( const auto &menu_str : lighting_menu_strings ) {
11305 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11306 }
11307
11308 lighting_menu.w_y_setup = 0;
11309 lighting_menu.query();
11310 if( ( lighting_menu.ret >= 0 ) &&
11311 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11312 g->displaying_lighting_condition = lighting_menu.ret;
11313 }
11314 }
11315}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11187
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11182 of file game.cpp.

11183{
11185}
cata::optional< action_id > displaying_overlays
Definition: game.h:940

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11317 of file game.cpp.

11318{
11319 if( use_tiles ) {
11321 }
11322}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11196 of file game.cpp.

11197{
11198 if( use_tiles ) {
11200 } else {
11201 int div;
11202 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11203 if( !got_value || div < 1 ) {
11204 add_msg( _( "Never mind." ) );
11205 return;
11206 }
11207 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11208 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11209 } );
11210 g->add_draw_callback( scent_cb );
11211
11214 }
11215}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:587
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11217 of file game.cpp.

11218{
11219 if( use_tiles ) {
11221 }
11222}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11187 of file game.cpp.

11188{
11189 if( display_overlay_state( action ) ) {
11190 displaying_overlays.reset();
11191 } else {
11193 }
11194}
bool display_overlay_state(action_id)
Definition: game.cpp:11182

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11324 of file game.cpp.

11325{
11326 if( use_tiles ) {
11328 }
11329}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11224 of file game.cpp.

11225{
11226 if( use_tiles ) {
11228 }
11229}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11231 of file game.cpp.

11232{
11233 if( use_tiles ) {
11236 std::vector< tripoint > locations;
11237 uilist creature_menu;
11238 int num_creatures = 0;
11239 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11240 locations.emplace_back( g->u.pos() ); // add player first.
11241 for( const Creature &critter : g->all_creatures() ) {
11242 if( critter.is_player() ) {
11243 continue;
11244 }
11245 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11246 locations.emplace_back( critter.pos() );
11247 }
11248
11249 pointmenu_cb callback( locations );
11250 creature_menu.callback = &callback;
11251 creature_menu.w_y_setup = 0;
11252 creature_menu.query();
11253 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11254 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11256 }
11257 } else {
11259 }
11260 }
11261}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4829
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1031
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1443 of file game.cpp.

1444{
1445 if( is_game_over() ) {
1446 return cleanup_at_end();
1447 }
1448 // Actual stuff
1449 if( new_game ) {
1450 new_game = false;
1451 } else {
1452 gamemode->per_turn();
1453 calendar::turn += 1_turns;
1454 }
1455
1456 // starting a new turn, clear out temperature cache
1458 weather.clear_temp_cache();
1459
1460 if( npcs_dirty ) {
1461 load_npcs();
1462 }
1463
1466 // If controlling a vehicle that is owned by someone else
1468 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1469 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1470 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1471 }
1472 }
1473 // If riding a horse - chance to spook
1474 if( u.is_mounted() ) {
1476 }
1477 if( calendar::once_every( 1_days ) ) {
1479 }
1480
1481 // Move hordes every 2.5 min
1484 // Hordes that reached the reality bubble need to spawn,
1485 // make them spawn in invisible areas only.
1486 m.spawn_monsters( false );
1487 }
1488
1490
1491 u.update_body();
1492
1493 // Auto-save if autosave is enabled
1494 if( get_option<bool>( "AUTOSAVE" ) &&
1495 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1496 !u.is_dead_state() ) {
1497 autosave();
1498 }
1499
1500 weather.update_weather();
1502
1506 // Process NPC sound events before they move or they hear themselves talking
1507 for( npc &guy : all_npcs() ) {
1508 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1510 }
1511 }
1512
1513 // Process sound events into sound markers for display to the player.
1515
1516 if( u.is_deaf() ) {
1518 }
1519
1520 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1521 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1522 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1523 cleanup_dead();
1525 // Process any new sounds the player caused during their turn.
1526 for( npc &guy : all_npcs() ) {
1527 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1529 }
1530 }
1533 wait_popup.reset();
1535 }
1536
1537 if( queue_screenshot ) {
1541 queue_screenshot = false;
1542 }
1543
1544 if( handle_action() ) {
1546 u.action_taken();
1547 }
1548
1549 if( is_game_over() ) {
1550 return cleanup_at_end();
1551 }
1552
1553 if( uquit == QUIT_WATCH ) {
1554 break;
1555 }
1556 if( u.activity ) {
1558 }
1559 }
1560 // Reset displayed sound markers now that the turn is over.
1561 // We only want this to happen if the player had a chance to examine the sounds.
1563 }
1564 }
1565
1566 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1567 // Still have a view offset, but might not be driving anymore,
1568 // or the option has been deactivated,
1569 // might also happen when someone dives from a moving car.
1570 // or when using the handbrake.
1571 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1572 calc_driving_offset( veh );
1573 }
1574
1575 // No-scent debug mutation has to be processed here or else it takes time to start working
1576 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1577 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1580 }
1581 scent.update( u.pos(), m );
1582
1583 // We need floor cache before checking falling 'n stuff
1585
1588 m.vehmove();
1589 m.process_fields();
1590 m.process_items();
1593
1594 // Apply sounds from previous turn to monster and NPC AI.
1596 // Update vision caches for monsters. If this turns out to be expensive,
1597 // consider a stripped down cache just for monsters.
1598 m.build_map_cache( get_levz(), true );
1599 monmove();
1600 if( calendar::once_every( 5_minutes ) ) {
1602 }
1603 if( calendar::once_every( 10_seconds ) ) {
1604 for( const tripoint &elem : m.get_furn_field_locations() ) {
1605 const auto &furn = m.furn( elem ).obj();
1606 for( const emit_id &e : furn.emissions ) {
1607 m.emit_field( elem, e );
1608 }
1609 }
1610 }
1613 u.process_turn();
1614
1616 cleanup_dead();
1617
1618 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1621 }
1622
1623 if( get_levz() >= 0 && !u.is_underwater() ) {
1624 handle_weather_effects( weather.weather_id );
1625 }
1626
1627 const bool player_is_sleeping = u.has_effect( effect_sleep );
1628 bool wait_redraw = false;
1629 std::string wait_message;
1630 time_duration wait_refresh_rate;
1631 if( player_is_sleeping ) {
1632 wait_redraw = true;
1633 wait_message = _( "Wait till you wake up…" );
1634 wait_refresh_rate = 30_minutes;
1635 if( calendar::once_every( 1_hours ) ) {
1637 }
1638 } else if( u.has_destination() ) {
1639 wait_redraw = true;
1640 wait_message = _( "Travelling…" );
1641 wait_refresh_rate = 15_turns;
1642 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1643 wait_redraw = true;
1644 wait_message = *progress;
1645 if( u.activity.id() == ACT_AUTODRIVE ) {
1646 wait_refresh_rate = 1_turns;
1647 } else {
1648 wait_refresh_rate = 5_minutes;
1649 }
1650 }
1651 if( wait_redraw ) {
1653 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1654 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1656 }
1657
1658 // Avoid redrawing the main UI every time due to invalidation
1660 wait_popup = std::make_unique<static_popup>();
1661 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1665 }
1666 } else {
1667 // Nothing to wait for now
1668 wait_popup.reset();
1670 }
1671
1673 u.update_body_wetness( get_weather().get_precise() );
1674 u.apply_wetness_morale( weather.temperature );
1675
1676 if( calendar::once_every( 1_minutes ) ) {
1677 u.update_morale();
1678 }
1679
1680 if( calendar::once_every( 9_turns ) ) {
1682 }
1683
1684 if( !u.is_deaf() ) {
1686 }
1691
1692 // reset player noise
1693 u.volume = 0;
1694
1695 return false;
1696}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:9000
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:877
bool check_mount_is_spooked()
Definition: character.cpp:1102
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5183
bool is_mounted() const
Definition: character.cpp:1143
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8759
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9127
bool is_deaf() const
Definition: character.cpp:4486
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4665
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1800
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:11949
void overmap_npc_move()
Definition: game.cpp:4330
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12059
void monmove()
Definition: game.cpp:4205
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1760
void add_artifact_dreams()
Definition: game.cpp:11893
int moves_since_last_save
Definition: game.h:1061
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7227
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1341
bool cleanup_at_end()
Definition: game.cpp:1037
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1097
bool queue_screenshot
Definition: game.h:1040
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11382
void process_activity()
Definition: game.cpp:1749
void update_stair_monsters()
Definition: game.cpp:10870
void process_voluntary_act_interrupt()
Definition: game.cpp:1710
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:905
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1068
void cleanup_dead()
Definition: game.cpp:4170
bool is_game_over()
Definition: game.cpp:2456
void perhaps_add_random_npc()
Definition: game.cpp:11117
void mon_info_update()
Definition: game.cpp:3969
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8014
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2271
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7711
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7670
void vehmove()
Definition: map.cpp:412
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1345
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8180
void process_items()
Definition: map.cpp:4561
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:777
int volume
Definition: player.h:590
int scent
Definition: player.h:599
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1564
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:277
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1170
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1614
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1609
void do_danger_music()
Definition: sounds.cpp:1613
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1615
void do_fatigue()
Definition: sounds.cpp:1634
void remove_hearing_loss()
Definition: sounds.cpp:1610
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3228 of file game.cpp.

3229{
3230 if( test_mode ) {
3231 return;
3232 }
3233
3234 //temporary fix for updating visibility for minimap
3235 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3238
3239 werase( w_terrain );
3240 draw_ter();
3241 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3242 shared_ptr_fast<draw_callback_t> cb = it->lock();
3243 if( cb ) {
3244 ( *cb )();
3245 ++it;
3246 } else {
3247 it = draw_callbacks.erase( it );
3248 }
3249 }
3251
3252 draw_panels( true );
3253}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1007
void draw_panels(bool force_draw=false)
Definition: game.cpp:3255
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3369
void update_visibility_cache(int zlev)
Definition: map.cpp:5588
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 955 of file animation.cpp.

956{
957}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 510 of file animation.cpp.

512{
513 draw_bullet_curses( m, t, bullet, &trajectory[i] );
514}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:451
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3351 of file game.cpp.

3352{
3353 draw_critter_internal( w_terrain, critter, center, false, m, u );
3354}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3318

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3356 of file game.cpp.

3357{
3358 draw_critter_internal( w_terrain, critter, center, true, m, u );
3359}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 716 of file animation.cpp.

717{
718 const tripoint rp = relative_view_pos( *this, p );
719 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
720}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:119
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 911 of file animation.cpp.

912{
913}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 872 of file animation.cpp.

873{
874}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 885 of file animation.cpp.

886{
887}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 729 of file animation.cpp.

730{
731 // Do nothing
732}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 573 of file animation.cpp.

574{
575 draw_hit_mon_curses( p, m, u, dead );
576}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:544

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 618 of file animation.cpp.

619{
620 draw_hit_player_curses( *this, p, dam );
621}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:581

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 925 of file animation.cpp.

927{
928}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 702 of file animation.cpp.

703{
704 draw_line_curses( *this, points );
705}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:682

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 669 of file animation.cpp.

671{
672 if( !u.sees( p ) ) {
673 return;
674 }
675
676 draw_line_curses( *this, center, points, noreveal );
677}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5766 of file game.cpp.

5767{
5768 if( !liveview.is_enabled() ) {
5769#if defined( TILES )
5770 if( is_draw_tiles_mode() ) {
5771 draw_cursor( lp );
5772 return;
5773 }
5774#endif
5775 const tripoint view_center = u.pos() + u.view_offset;
5776 visibility_type visibility = VIS_HIDDEN;
5777 const bool inbounds = m.inbounds( lp );
5778 if( inbounds ) {
5779 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5780 }
5781 if( visibility == VIS_CLEAR ) {
5782 const Creature *const creature = critter_at( lp, true );
5783 if( creature != nullptr && u.sees( *creature ) ) {
5784 creature->draw( w_terrain, view_center, true );
5785 } else {
5786 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5787 }
5788 } else {
5789 std::string visibility_indicator;
5790 nc_color visibility_indicator_color = c_white;
5791 switch( visibility ) {
5792 case VIS_CLEAR:
5793 // Already handled by the outer if statement
5794 break;
5795 case VIS_BOOMER:
5796 case VIS_BOOMER_DARK:
5797 visibility_indicator = '#';
5798 visibility_indicator_color = c_pink;
5799 break;
5800 case VIS_DARK:
5801 visibility_indicator = '#';
5802 visibility_indicator_color = c_dark_gray;
5803 break;
5804 case VIS_LIT:
5805 visibility_indicator = '#';
5806 visibility_indicator_color = c_light_gray;
5807 break;
5808 case VIS_HIDDEN:
5809 visibility_indicator = 'x';
5810 visibility_indicator_color = c_white;
5811 break;
5812 }
5813
5814 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5815 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5816 }
5817 }
5818}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:716
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4649
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7721
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5642
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:700
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5820
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3429 of file game.cpp.

3430{
3431
3432 // Draw the box
3433 werase( w_minimap );
3435
3436 const tripoint_abs_omt curs = u.global_omt_location();
3437 const point_abs_omt curs2( curs.xy() );
3439 bool drew_mission = targ == overmap::invalid_tripoint;
3440
3441 for( int i = -2; i <= 2; i++ ) {
3442 for( int j = -2; j <= 2; j++ ) {
3443 const point_abs_omt om( curs2 + point( i, j ) );
3444 nc_color ter_color;
3445 tripoint_abs_omt omp( om, get_levz() );
3446 std::string ter_sym;
3447 const bool seen = overmap_buffer.seen( omp );
3448 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3449 if( overmap_buffer.has_note( omp ) ) {
3450
3451 const std::string &note_text = overmap_buffer.note( omp );
3452
3453 ter_color = c_yellow;
3454 ter_sym = "N";
3455
3456 int symbolIndex = note_text.find( ':' );
3457 int colorIndex = note_text.find( ';' );
3458
3459 bool symbolFirst = symbolIndex < colorIndex;
3460
3461 if( colorIndex > -1 && symbolIndex > -1 ) {
3462 if( symbolFirst ) {
3463 if( colorIndex > 4 ) {
3464 colorIndex = -1;
3465 }
3466 if( symbolIndex > 1 ) {
3467 symbolIndex = -1;
3468 colorIndex = -1;
3469 }
3470 } else {
3471 if( symbolIndex > 4 ) {
3472 symbolIndex = -1;
3473 }
3474 if( colorIndex > 2 ) {
3475 colorIndex = -1;
3476 }
3477 }
3478 } else if( colorIndex > 2 ) {
3479 colorIndex = -1;
3480 } else if( symbolIndex > 1 ) {
3481 symbolIndex = -1;
3482 }
3483
3484 if( symbolIndex > -1 ) {
3485 int symbolStart = 0;
3486 if( colorIndex > -1 && !symbolFirst ) {
3487 symbolStart = colorIndex + 1;
3488 }
3489 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3490 }
3491
3492 if( colorIndex > -1 ) {
3493
3494 int colorStart = 0;
3495
3496 if( symbolIndex > -1 && symbolFirst ) {
3497 colorStart = symbolIndex + 1;
3498 }
3499
3500 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3501
3502 if( sym.length() == 2 ) {
3503 if( sym == "br" ) {
3504 ter_color = c_brown;
3505 } else if( sym == "lg" ) {
3506 ter_color = c_light_gray;
3507 } else if( sym == "dg" ) {
3508 ter_color = c_dark_gray;
3509 }
3510 } else {
3511 char colorID = sym.c_str()[0];
3512 if( colorID == 'r' ) {
3513 ter_color = c_light_red;
3514 } else if( colorID == 'R' ) {
3515 ter_color = c_red;
3516 } else if( colorID == 'g' ) {
3517 ter_color = c_light_green;
3518 } else if( colorID == 'G' ) {
3519 ter_color = c_green;
3520 } else if( colorID == 'b' ) {
3521 ter_color = c_light_blue;
3522 } else if( colorID == 'B' ) {
3523 ter_color = c_blue;
3524 } else if( colorID == 'W' ) {
3525 ter_color = c_white;
3526 } else if( colorID == 'C' ) {
3527 ter_color = c_cyan;
3528 } else if( colorID == 'c' ) {
3529 ter_color = c_light_cyan;
3530 } else if( colorID == 'P' ) {
3531 ter_color = c_pink;
3532 } else if( colorID == 'm' ) {
3533 ter_color = c_magenta;
3534 }
3535 }
3536 }
3537 } else if( !seen ) {
3538 ter_sym = " ";
3539 ter_color = c_black;
3540 } else if( vehicle_here ) {
3541 ter_color = c_cyan;
3542 ter_sym = "c";
3543 } else {
3544 const oter_id &cur_ter = overmap_buffer.ter( omp );
3545 ter_sym = cur_ter->get_symbol();
3546 if( overmap_buffer.is_explored( omp ) ) {
3547 ter_color = c_dark_gray;
3548 } else {
3549 ter_color = cur_ter->get_color();
3550 }
3551 }
3552 if( !drew_mission && targ.xy() == omp.xy() ) {
3553 // If there is a mission target, and it's not on the same
3554 // overmap terrain as the player character, mark it.
3555 // TODO: Inform player if the mission is above or below
3556 drew_mission = true;
3557 if( i != 0 || j != 0 ) {
3558 ter_color = red_background( ter_color );
3559 }
3560 }
3561 if( i == 0 && j == 0 ) {
3562 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3563 } else {
3564 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3565 }
3566 }
3567 }
3568
3569 // Print arrow to mission if we have one!
3570 if( !drew_mission ) {
3571 double slope = curs2.x() != targ.x() ?
3572 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3573
3574 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3575 if( targ.y() > curs2.y() ) {
3576 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3577 } else {
3578 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3579 }
3580 } else {
3581 int arrowx = -1;
3582 int arrowy = -1;
3583 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3584 arrowy = targ.y() > curs2.y() ? 6 : 0;
3585 arrowx =
3586 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3587 if( arrowx < 0 ) {
3588 arrowx = 0;
3589 }
3590 if( arrowx > 6 ) {
3591 arrowx = 6;
3592 }
3593 } else {
3594 arrowx = targ.x() > curs2.x() ? 6 : 0;
3595 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3596 if( arrowy < 0 ) {
3597 arrowy = 0;
3598 }
3599 if( arrowy > 6 ) {
3600 arrowy = 6;
3601 }
3602 }
3603 char glyph = '*';
3604 if( targ.z() > u.posz() ) {
3605 glyph = '^';
3606 } else if( targ.z() < u.posz() ) {
3607 glyph = 'v';
3608 }
3609
3610 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3611 }
3612 }
3613
3614 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3615 for( int i = -3; i <= 3; i++ ) {
3616 for( int j = -3; j <= 3; j++ ) {
3617 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3618 continue; // only do hordes on the border, skip inner map
3619 }
3620 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3622 if( overmap_buffer.seen( omp )
3623 && g->u.overmap_los( omp, sight_points ) ) {
3624 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3625 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3626 }
3627 }
3628 }
3629 }
3630
3632}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:198
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 969 of file animation.cpp.

971{
972}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3255 of file game.cpp.

3256{
3257 static int previous_turn = -1;
3258 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3259 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3260 auto &mgr = panel_manager::get_manager();
3261 int y = 0;
3262 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3263 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3264 int log_height = 0;
3265 for( const window_panel &panel : mgr.get_current_layout() ) {
3266 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3267 log_height += panel.get_height() + spacer;
3268 }
3269 }
3270 log_height = std::max( TERMY - log_height, 3 );
3271 for( const window_panel &panel : mgr.get_current_layout() ) {
3272 if( panel.render() ) {
3273 // height clamped to window height.
3274 int h = std::min( panel.get_height(), TERMY - y );
3275 if( h == -2 ) {
3276 h = log_height;
3277 }
3278 h += spacer;
3279 if( panel.toggle && panel.render() && h > 0 ) {
3280 if( panel.always_draw || draw_this_turn ) {
3281 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3282 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3283 }
3284 if( show_panel_adm ) {
3285 const std::string panel_name = _( panel.get_name() );
3286 const int panel_name_width = utf8_width( panel_name );
3287 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3288 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3289 werase( label );
3290 mvwprintz( label, point_zero, c_light_red, panel_name );
3292 label = catacurses::newwin( h, 1,
3293 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3294 werase( label );
3295 if( h == 1 ) {
3297 } else {
3299 for( int i = 1; i < h - 1; i++ ) {
3301 }
3302 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3303 }
3305 }
3306 y += h;
3307 }
3308 }
3309 }
3310 previous_turn = current_turn;
3311}
bool show_panel_adm
Definition: game.h:1035
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3313 of file game.cpp.

3314{
3315 w_pixel_minimap = w;
3316}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 846 of file animation.cpp.

847{
848}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 797 of file animation.cpp.

798{
799 draw_sct_curses( *this );
800}
void draw_sct_curses(const game &g)
Definition: animation.cpp:764

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3369 of file game.cpp.

3370{
3372 draw_sounds );
3373}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3375 of file game.cpp.

3376{
3378
3379 m.draw( w_terrain, center );
3380
3381 if( draw_sounds ) {
3383 }
3384
3385 for( Creature &critter : all_creatures() ) {
3386 draw_critter( critter, center );
3387 }
3388
3389 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3390 // Draw auto-move preview trail
3391 const tripoint &final_destination = destination_preview.back();
3392 tripoint line_center = u.pos() + u.view_offset;
3393 draw_line( final_destination, line_center, destination_preview, true );
3394 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3395 POSY - u.posy() ), c_white, 'X' );
3396 }
3397
3398 if( u.controlling_vehicle && !looking ) {
3399 draw_veh_dir_indicator( false );
3400 draw_veh_dir_indicator( true );
3401 }
3402 // Place the cursor over the player as is expected by screen readers.
3403 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3404}
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3351
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12049
std::vector< tripoint > destination_preview
Definition: game.h:1087
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3421
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:669
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5692
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3041
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 859 of file animation.cpp.

860{
861}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7075 of file game.cpp.

7076{
7077 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7078}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7045

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 898 of file animation.cpp.

899{
900}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3421 of file game.cpp.

3422{
3423 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3424 auto col = next ? c_white : c_dark_gray;
3425 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3426 }
3427}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3406

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 941 of file animation.cpp.

943{
944}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 756 of file animation.cpp.

757{
759}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:737

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 832 of file animation.cpp.

833{
834 draw_zones_curses( w_terrain, start, end, offset );
835}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8117 of file game.cpp.

8118{
8120}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8122 of file game.cpp.

8123{
8124 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8125 u.drop( game_menus::inv::multidrop( u ), *pnt );
8126 }
8127}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 37 of file dump.cpp.

39{
40 try {
41 loading_ui ui( false );
43 load_packs( _( "Loading content packs" ), { mod_id( "dda" ) }, ui );
45 } catch( const std::exception &err ) {
46 std::cerr << "Error loading data from json: " << err.what() << std::endl;
47 return false;
48 }
49
50 std::vector<std::string> header;
51 std::vector<std::vector<std::string>> rows;
52
53 int scol = 0; // sorting column
54
55 std::map<std::string, standard_npc> test_npcs;
56 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
57 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
58 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
59 4, 8, 8, 8, 10 /* PER 10 */ );
60 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
61 4, 10, 8, 8, 8 /* STAT 10 */ );
62 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
65 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
66
67 std::map<std::string, item> test_items;
68 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
71 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
72 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
73
74 if( what == "AMMO" ) {
75 header = {
76 "Name", "Ammo", "Volume", "Weight", "Stack",
77 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
78 };
79 auto dump = [&rows]( const item & obj ) {
80 std::vector<std::string> r;
81 r.push_back( obj.tname( 1, false ) );
82 r.push_back( obj.ammo_type().str() );
83 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
84 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
85 r.push_back( std::to_string( obj.type->stack_size ) );
86 r.push_back( std::to_string( obj.type->ammo->range ) );
87 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
88 r.push_back( std::to_string( obj.type->ammo->recoil ) );
89 damage_instance damage = obj.type->ammo->damage;
90 r.push_back( std::to_string( damage.total_damage() ) );
91 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
92 rows.push_back( r );
93 };
94 for( const itype *e : item_controller->all() ) {
95 if( e->ammo ) {
96 dump( item( e, calendar::turn, item::solitary_tag {} ) );
97 }
98 }
99
100 } else if( what == "ARMOR" ) {
101 header = {
102 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
103 };
104 auto dump = [&rows]( const item & obj ) {
105 std::vector<std::string> r;
106 r.push_back( obj.tname( 1, false ) );
107 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
108 r.push_back( std::to_string( obj.get_warmth() ) );
109 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
110 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
111 r.push_back( std::to_string( obj.get_coverage() ) );
112 r.push_back( std::to_string( obj.bash_resist() ) );
113 r.push_back( std::to_string( obj.cut_resist() ) );
114 r.push_back( std::to_string( obj.bullet_resist() ) );
115 r.push_back( std::to_string( obj.acid_resist() ) );
116 r.push_back( std::to_string( obj.fire_resist() ) );
117 rows.push_back( r );
118 };
119
120 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
121
122 for( const itype *e : item_controller->all() ) {
123 if( e->armor ) {
124 item obj( e );
125 if( bp == num_bp || obj.covers( bp ) ) {
126 if( obj.has_flag( flag_VARSIZE ) ) {
127 obj.set_flag( "FIT" );
128 }
129 dump( obj );
130 }
131 }
132 }
133
134 } else if( what == "EDIBLE" ) {
135 header = {
136 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
137 };
138 for( const auto &v : vitamin::all() ) {
139 header.push_back( v.second.name() );
140 }
141 auto dump = [&rows]( const item & obj ) {
142 std::vector<std::string> r;
143 r.push_back( obj.tname( 1, false ) );
144 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
145 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
146 r.push_back( std::to_string( obj.type->stack_size ) );
147 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
148 r.push_back( std::to_string( obj.get_comestible()->quench ) );
149 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
150 auto vits = obj.get_comestible()->default_nutrition.vitamins;
151 for( const auto &v : vitamin::all() ) {
152 r.push_back( std::to_string( vits[ v.first ] ) );
153 }
154 rows.push_back( r );
155 };
156
157 for( const itype *e : item_controller->all() ) {
159
160 if( food.is_food() && g->u.can_eat( food ).success() ) {
161 dump( food );
162 }
163 }
164
165 } else if( what == "GUN" ) {
166 header = {
167 "Name", "Ammo", "Volume", "Weight", "Capacity",
168 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
169 "Aim time", "Effective range", "Snapshot range", "Max range"
170 };
171
172 std::set<std::string> locations;
173 for( const itype *e : item_controller->all() ) {
174 if( e->gun ) {
175 std::transform( e->gun->valid_mod_locations.begin(),
176 e->gun->valid_mod_locations.end(),
177 std::inserter( locations, locations.begin() ),
178 []( const std::pair<gunmod_location, int> &q ) {
179 return q.first.name();
180 } );
181 }
182 }
183 for( const auto &e : locations ) {
184 header.push_back( e );
185 }
186
187 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
188 std::vector<std::string> r;
189 r.push_back( obj.tname( 1, false ) );
190 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
191 obj.ammo_types().end(), []( const ammotype & at ) {
192 return at.str();
194 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
195 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
196 r.push_back( std::to_string( obj.ammo_capacity() ) );
197 r.push_back( std::to_string( obj.gun_range() ) );
198 r.push_back( std::to_string( obj.gun_dispersion() ) );
199 r.push_back( std::to_string( obj.gun_recoil() ) );
200 damage_instance damage = obj.gun_damage();
201 r.push_back( std::to_string( damage.total_damage() ) );
202 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
203
204 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
205
206 for( const auto &e : locations ) {
207 const auto &vml = obj.type->gun->valid_mod_locations;
208 const auto iter = vml.find( e );
209 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
210 }
211 rows.push_back( r );
212 };
213 for( const itype *e : item_controller->all() ) {
214 if( e->gun ) {
215 item gun( e );
216 if( !gun.magazine_integral() ) {
217 gun.put_in( item( gun.magazine_default() ) );
218 }
219 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
220
221 dump( test_npcs[ "S1" ], gun );
222
223 if( gun.type->gun->barrel_length > 0_ml ) {
224 gun.put_in( item( "barrel_small" ) );
225 dump( test_npcs[ "S1" ], gun );
226 }
227 }
228 }
229
230 } else if( what == "RECIPE" ) {
231
232 // optionally filter recipes to include only those using specified skills
233 recipe_subset dict;
234 for( const auto &r : recipe_dict ) {
235 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
236 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
237 return true;
238 }
239 const auto iter = r.second.required_skills.find( skill_id( s ) );
240 return iter != r.second.required_skills.end() && iter->second > 0;
241 } ) ) {
242 dict.include( &r.second );
243 }
244 }
245
246 // only consider skills that are required by at least one recipe
247 std::vector<Skill> sk;
248 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
249 std::back_inserter( sk ), [&dict]( const Skill & s ) {
250 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
251 return r->skill_used == s.ident() ||
252 r->required_skills.find( s.ident() ) != r->required_skills.end();
253 } );
254 } );
255
256 header = { "Result" };
257
258 for( const auto &e : sk ) {
259 header.push_back( e.ident().str() );
260 }
261
262 for( const recipe *e : dict ) {
263 std::vector<std::string> r;
264 r.push_back( e->result_name() );
265 for( const auto &s : sk ) {
266 if( e->skill_used == s.ident() ) {
267 r.push_back( std::to_string( e->difficulty ) );
268 } else {
269 auto iter = e->required_skills.find( s.ident() );
270 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
271 }
272 }
273 rows.push_back( r );
274 }
275
276 } else if( what == "VEHICLE" ) {
277 header = {
278 "Name", "Weight (empty)", "Weight (fueled)",
279 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
280 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
281 };
282 auto dump = [&rows]( const vproto_id & obj ) {
283 vehicle veh_empty( obj, 0, 0 );
284 vehicle veh_fueled( obj, 100, 0 );
285
286 std::vector<std::string> r;
287 r.push_back( veh_empty.name );
288 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
289 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
290 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
294 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
295 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
296 r.push_back( std::to_string( static_cast<int>( 50 *
297 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
298 rows.push_back( r );
299 };
300 for( auto &e : vehicle_prototype::get_all() ) {
301 dump( e );
302 }
303
304 } else if( what == "VPART" ) {
305 header = {
306 "Name", "Location", "Weight", "Size"
307 };
308 auto dump = [&rows]( const vpart_info & obj ) {
309 std::vector<std::string> r;
310 r.push_back( obj.name() );
311 r.push_back( obj.location );
312 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
313 r.push_back( std::to_string( w ) );
314 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
315 rows.push_back( r );
316 };
317 for( const auto &e : vpart_info::all() ) {
318 dump( e.second );
319 }
320
321 } else {
322 std::cerr << "unknown argument: " << what << std::endl;
323 return false;
324 }
325
326 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
327 return e.empty();
328 } ), rows.end() );
329
330 if( scol >= 0 ) {
331 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
332 const std::vector<std::string> &rhs ) {
333 return localized_compare( lhs[ scol ], rhs[ scol ] );
334 } );
335 }
336
337 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
338
339 switch( mode ) {
340 case dump_mode::TSV:
341 rows.insert( rows.begin(), header );
342 for( const auto &r : rows ) {
343 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
344 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
345 std::cout << r.back() << "\n";
346 }
347 break;
348
349 case dump_mode::HTML:
350 std::cout << "<table>";
351
352 std::cout << "<thead>";
353 std::cout << "<tr>";
354 for( const auto &col : header ) {
355 std::cout << "<th>" << col << "</th>";
356 }
357 std::cout << "</tr>";
358 std::cout << "</thead>";
359
360 std::cout << "<tdata>";
361 for( const auto &r : rows ) {
362 std::cout << "<tr>";
363 for( const auto &col : r ) {
364 std::cout << "<td>" << col << "</td>";
365 }
366 std::cout << "</tr>";
367 }
368 std::cout << "</tdata>";
369
370 std::cout << "</table>";
371 break;
372 }
373
374 return true;
375}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2746
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4841
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:989
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:589
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1590
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:196
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157
string_id< MOD_INFORMATION > mod_id
Definition: type_id.h:91

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2856 of file game.cpp.

2857{
2858 return *event_bus_ptr;
2859}
pimpl< event_bus > event_bus_ptr
Definition: game.h:974

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5087 of file game.cpp.

5088{
5089 if( veh.magic ) {
5090 add_msg( m_info, _( "This is your %s" ), veh.name );
5091 return;
5092 }
5093 auto act = veh_interact::run( veh, c );
5094 if( act ) {
5095 u.moves = 0;
5097 }
5098}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5467 of file game.cpp.

5468{
5469 // if we are driving a vehicle, examine the
5470 // current tile without asking.
5471 const optional_vpart_position vp = m.veh_at( u.pos() );
5472 if( vp && vp->vehicle().player_in_control( u ) ) {
5473 examine( u.pos() );
5474 return;
5475 }
5476
5477 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5478 _( "There is nothing that can be examined nearby." ),
5479 ACTION_EXAMINE, false );
5480 if( !examp_ ) {
5481 return;
5482 }
5483 u.manual_examine = true;
5484 examine( *examp_ );
5485 u.manual_examine = false;
5486}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1035
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5467
bool manual_examine
Definition: player.h:603

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5555 of file game.cpp.

5556{
5557 if( disable_robot( examp ) ) {
5558 return;
5559 }
5560
5561 Creature *c = critter_at( examp );
5562 if( c != nullptr ) {
5563 monster *mon = dynamic_cast<monster *>( c );
5564 if( mon != nullptr ) {
5565 add_msg( _( "There is a %s." ), mon->get_name() );
5566 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5567 if( monexamine::pet_menu( *mon ) ) {
5568 return;
5569 }
5570 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5571 if( monexamine::mech_hack( *mon ) ) {
5572 return;
5573 }
5574 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5575 if( monexamine::pay_bot( *mon ) ) {
5576 return;
5577 }
5578 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5579 if( monexamine::mfriend_menu( *mon ) ) {
5580 return;
5581 }
5582 }
5583 } else if( u.is_mounted() ) {
5584 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5585 }
5586 npc *np = dynamic_cast<npc *>( c );
5587 if( np != nullptr && !u.is_mounted() ) {
5588 if( npc_menu( *np ) ) {
5589 return;
5590 }
5591 } else if( np != nullptr && u.is_mounted() ) {
5592 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5593 }
5594 }
5595
5596 const optional_vpart_position vp = m.veh_at( examp );
5597 if( vp && u.is_mounted() ) {
5598 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5599 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5600 } else {
5601 vp->vehicle().interact_with( examp, vp->part_index() );
5602 return;
5603 }
5604 } else if( vp && !u.is_mounted() ) {
5605 vp->vehicle().interact_with( examp, vp->part_index() );
5606 return;
5607 }
5608
5609 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5610 use_computer( examp );
5611 return;
5612 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5613 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5614 }
5615 const furn_t &xfurn_t = m.furn( examp ).obj();
5616 const ter_t &xter_t = m.ter( examp ).obj();
5617
5618 const tripoint player_pos = u.pos();
5619
5620 if( m.has_furn( examp ) && !u.is_mounted() ) {
5621 xfurn_t.examine( u, examp );
5622 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5623 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5624 } else {
5625 if( !u.is_mounted() ) {
5626 xter_t.examine( u, examp );
5627 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5628 xter_t.examine( u, examp );
5629 } else {
5630 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5631 }
5632 }
5633
5634 // Did the player get moved? Bail out if so; our examp probably
5635 // isn't valid anymore.
5636 if( player_pos != u.pos() ) {
5637 return;
5638 }
5639
5640 bool none = true;
5641 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5642 none = false;
5643 }
5644
5645 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5646 iexamine::trap( u, examp );
5647 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5648 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5649 }
5650
5651 // In case of teleport trap or somesuch
5652 if( player_pos != u.pos() ) {
5653 return;
5654 }
5655
5656 // Feedback for fire lasting time, this can be judged while mounted
5657 const std::string fire_fuel = get_fire_fuel_string( examp );
5658 if( !fire_fuel.empty() ) {
5659 add_msg( fire_fuel );
5660 }
5661
5662 if( m.has_flag( "SEALED", examp ) ) {
5663 if( none ) {
5664 if( m.has_flag( "UNSTABLE", examp ) ) {
5665 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5666 } else {
5667 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5668 }
5669 }
5670 } else {
5671 //examp has no traps, is a container and doesn't have a special examination function
5672 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5673 m.has_flag( "CONTAINER", examp ) && none ) {
5674 add_msg( _( "It is empty." ) );
5675 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5676 xfurn_t.examine == &iexamine::fireplace ) ||
5677 xfurn_t.examine == &iexamine::workbench ) {
5678 return;
5679 } else {
5681 if( !u.is_mounted() ) {
5682 pickup::pick_up( examp, 0 );
5683 }
5684 }
5685 }
5686}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4617
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8703
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5358
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1340
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5117
ter_id ter(const tripoint &p) const
Definition: map.cpp:1495
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1020
std::string get_name() const override
Definition: monster.cpp:487
static const efftype_id effect_pet("pet")
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5488
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2842
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6029
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:245
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3741
bool pet_menu(monster &z)
Definition: monexamine.cpp:64
bool mech_hack(monster &z)
Definition: monexamine.cpp:373
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:445
bool pay_bot(monster &z)
Definition: monexamine.cpp:405
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 50 of file descriptions.cpp.

51{
53 const int top = 3;
54 int width = 0;
55 catacurses::window w_head;
56 catacurses::window w_main;
57 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
58 const int left = 0;
59 const int right = TERMX;
60 const int bottom = TERMY;
61 width = right - left;
62 const int height = bottom - top;
63 w_head = catacurses::newwin( top, TERMX, point_zero );
64 w_main = catacurses::newwin( height, width, point( left, top ) );
65 ui.position( point_zero, point( TERMX, TERMY ) );
66 } );
67 ui.mark_resize();
68
69 // Default to critter (if any), furniture (if any), then terrain.
71 if( seen_critter( *this, p ) != nullptr ) {
73 } else if( get_map().has_furn( p ) ) {
75 }
76
77 std::string action;
78 input_context ctxt( "EXTENDED_DESCRIPTION" );
79 ctxt.register_action( "CREATURE" );
80 ctxt.register_action( "FURNITURE" );
81 ctxt.register_action( "TERRAIN" );
82 ctxt.register_action( "CONFIRM" );
83 ctxt.register_action( "QUIT" );
84 ctxt.register_action( "HELP_KEYBINDINGS" );
85
86 ui.on_redraw( [&]( const ui_adaptor & ) {
87 werase( w_head );
89 _( "[%s] describe creatures, [%s] describe furniture, "
90 "[%s] describe terrain, [%s] close." ),
91 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
92 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
93
94 // Set up line drawings
95 for( int i = 0; i < TERMX; i++ ) {
96 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
97 }
98
99 wnoutrefresh( w_head );
100
101 std::string desc;
102 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
103 switch( cur_target ) {
105 const Creature *critter = seen_critter( *this, p );
106 if( critter != nullptr ) {
107 desc = critter->extended_description();
108 } else {
109 desc = _( "You do not see any creature here." );
110 }
111 }
112 break;
114 if( !u.sees( p ) || !m.has_furn( p ) ) {
115 desc = _( "You do not see any furniture here." );
116 } else {
117 const furn_id fid = m.furn( p );
118 desc = fid.obj().extended_description();
119 }
120 break;
122 if( !u.sees( p ) ) {
123 desc = _( "You can't see the terrain here." );
124 } else {
125 const ter_id tid = m.ter( p );
126 desc = tid.obj().extended_description();
127 }
128 break;
129 }
130
131 std::string signage = m.get_signage( p );
132 if( !signage.empty() ) {
133 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
134 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
135 signage );
136 }
137
138 werase( w_main );
139 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
140 wnoutrefresh( w_main );
141 } );
142
143 do {
145 action = ctxt.handle_input();
146 if( action == "CREATURE" ) {
147 cur_target = description_target::creature;
148 } else if( action == "FURNITURE" ) {
150 } else if( action == "TERRAIN" ) {
151 cur_target = description_target::terrain;
152 }
153 } while( action != "CONFIRM" && action != "QUIT" );
154}
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:144
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3981
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::string extended_description() const

References _, action, c_light_gray, c_white, creature, map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 7003 of file game.cpp.

7004{
7005 std::map<std::string, map_item_stack> temp_items;
7006 std::vector<map_item_stack> ret;
7007 std::vector<std::string> item_order;
7008
7009 if( u.is_blind() ) {
7010 return ret;
7011 }
7012
7013 int range = fov_3d ? fov_3d_z_range : 0;
7014 int center_z = u.pos().z;
7015
7016 for( int i = 0; i <= range * 2; i++ ) {
7017 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
7018 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
7019 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7020 u.sees( points_p_it ) &&
7021 m.sees_some_items( points_p_it, u ) ) {
7022
7023 for( auto &elem : m.i_at( points_p_it ) ) {
7024 const std::string name = elem.tname();
7025 const tripoint relative_pos = points_p_it - u.pos();
7026
7027 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7028 item_order.push_back( name );
7029 temp_items[name] = map_item_stack( &elem, relative_pos );
7030 } else {
7031 temp_items[name].add_at_pos( &elem, relative_pos );
7032 }
7033 }
7034 }
7035 }
7036 }
7037
7038 for( auto &elem : item_order ) {
7039 ret.push_back( temp_items[elem] );
7040 }
7041
7042 return ret;
7043}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6342
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1962 of file game.cpp.

1963{
1964 return overmap_buffer.find_npc( id ).get();
1965}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10490 of file game.cpp.

10492{
10493 const int omtilesz = SEEX * 2;
10494 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10495 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10496 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10497
10498 // Try to find the stairs.
10500 int best = INT_MAX;
10501 const int movez = z_after - get_levz();
10502 const bool going_down_1 = movez == -1;
10503 const bool going_up_1 = movez == 1;
10504 // If there are stairs on the same x and y as we currently are, use those
10505 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10506 stairs.emplace( u.pos() + tripoint_below );
10507 }
10508 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10509 stairs.emplace( u.pos() + tripoint_above );
10510 }
10511 // We did not find stairs directly above or below, so search the map for them
10512 if( !stairs.has_value() ) {
10513 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10514 if( rl_dist( u.pos(), dest ) <= best &&
10515 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10516 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10517 mp.ter( dest ) == t_manhole_cover ) ) ||
10518 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10519 stairs.emplace( dest );
10520 best = rl_dist( u.pos(), dest );
10521 }
10522 }
10523 }
10524
10525 if( stairs.has_value() ) {
10526 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10527 npc *guy = dynamic_cast<npc *>( blocking_creature );
10528 monster *mon = dynamic_cast<monster *>( blocking_creature );
10529 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10530 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10531 std::string cr_name = blocking_creature->get_name();
10532 std::string msg;
10533 if( guy ) {
10534 //~ %s is the name of hostile NPC
10535 msg = string_format( _( "%s is in the way!" ), cr_name );
10536 } else {
10537 //~ %s is some monster
10538 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10539 }
10540
10541 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10542 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10543 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10544 add_msg( msg );
10545 return cata::nullopt;
10546 }
10547 }
10548 return stairs;
10549 }
10550
10551 // No stairs found! Try to make some
10552 rope_ladder = false;
10553 stairs.emplace( u.pos() );
10554 stairs->z = z_after;
10555 // Check the destination area for lava.
10556 if( mp.ter( *stairs ) == t_lava ) {
10557 if( movez < 0 &&
10558 !query_yn(
10559 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10560 return cata::nullopt;
10561 } else if( movez > 0 &&
10562 !query_yn(
10563 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10564 return cata::nullopt;
10565 }
10566
10567 return stairs;
10568 }
10569
10570 if( movez > 0 ) {
10571 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10572 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10573 return cata::nullopt;
10574 }
10575 }
10576 // Manhole covers need this to work
10577 // Maybe require manhole cover here and fail otherwise?
10578 return stairs;
10579 }
10580
10581 if( mp.impassable( *stairs ) ) {
10582 popup( _( "Halfway down, the way down becomes blocked off." ) );
10583 return cata::nullopt;
10584 }
10585
10586 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10587 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10588 rope_ladder = true;
10589 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10590 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10591 } else {
10592 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10593 }
10594 } else {
10595 return cata::nullopt;
10596 }
10597 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10598 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10599 if( u.has_trait( trait_VINES2 ) ) {
10600 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10601 rope_ladder = true;
10602 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10603 u.mod_pain( 5 );
10604 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10605 u.mod_stored_nutr( 10 );
10606 u.mod_thirst( 10 );
10607 } else {
10608 add_msg( _( "You gingerly descend using your vines." ) );
10609 }
10610 } else {
10611 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10612 rope_ladder = true;
10613 u.mod_stored_nutr( 10 );
10614 u.mod_thirst( 10 );
10615 }
10616 } else {
10617 return cata::nullopt;
10618 }
10619 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10620 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10621 rope_ladder = true;
10623 } else {
10624 return cata::nullopt;
10625 }
10626 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10627 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10628 rope_ladder = true;
10630 } else {
10631 return cata::nullopt;
10632 }
10633 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10634 return cata::nullopt;
10635 }
10636
10637 return stairs;
10638}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8407
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9626
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4414
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4304
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
T & emplace(Args &&... args)
Definition: optional.h:146
constexpr bool has_value() const noexcept
Definition: optional.h:123
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8231
bool impassable(const tripoint &p) const
Definition: map.cpp:1792
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8560
bool is_enemy() const
Definition: npc.cpp:2043
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:945
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10026
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9829 of file game.cpp.

9831{
9832 if( c == nullptr ) {
9833 debugmsg( "game::fling_creature invoked on null target" );
9834 return;
9835 }
9836
9837 if( c->is_dead_state() ) {
9838 // Flinging a corpse causes problems, don't enable without testing
9839 return;
9840 }
9841
9842 if( c->is_hallucination() ) {
9843 // Don't fling hallucinations
9844 return;
9845 }
9846
9847 bool thru = true;
9848 const bool is_u = ( c == &u );
9849 // Don't animate critters getting bashed if animations are off
9850 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9851
9852 player *p = dynamic_cast<player *>( c );
9853
9854 tileray tdir( dir );
9855 int range = flvel / 10;
9856 tripoint pt = c->pos();
9857 tripoint prev_point = pt;
9858 bool force_next = false;
9859 tripoint next_forced;
9860 while( range > 0 ) {
9861 c->underwater = false;
9862 // TODO: Check whenever it is actually in the viewport
9863 // or maybe even just redraw the changed tiles
9864 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9865 if( force_next ) {
9866 pt = next_forced;
9867 force_next = false;
9868 } else {
9869 tdir.advance();
9870 pt.x = c->posx() + tdir.dx();
9871 pt.y = c->posy() + tdir.dy();
9872 }
9873 float force = 0;
9874
9875 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9876 //We process the intervening tile on this iteration and then the current tile on the next
9877 next_forced = pt;
9878 force_next = true;
9879 if( one_in( 2 ) ) {
9880 pt.x = prev_point.x;
9881 } else {
9882 pt.y = prev_point.y;
9883 }
9884 }
9885
9886
9887 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9888 monster &critter = *mon_ptr;
9889 // Approximate critter's "stopping power" with its max hp
9890 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9891 const int damage = rng( force, force * 2.0f ) / 6;
9892 c->impact( damage, pt );
9893 // Multiply zed damage by 6 because no body parts
9894 const int zed_damage = std::max( 0,
9895 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9896 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9897 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9898 critter.check_dead_state();
9899 if( !critter.is_dead() ) {
9900 thru = false;
9901 }
9902 } else if( m.impassable( pt ) ) {
9903 if( !m.veh_at( pt ).obstacle_at_part() ) {
9904 force = std::min<float>( m.bash_strength( pt ), flvel );
9905 } else {
9906 // No good way of limiting force here
9907 // Keep it 1 less than maximum to make the impact hurt
9908 // but to keep the target flying after it
9909 force = flvel - 1;
9910 }
9911 const int damage = rng( force, force * 2.0f ) / 9;
9912 c->impact( damage, pt );
9913 if( m.is_bashable( pt ) ) {
9914 // Only go through if we successfully make the tile passable
9915 m.bash( pt, flvel );
9916 thru = m.passable( pt );
9917 } else {
9918 thru = false;
9919 }
9920 }
9921
9922 // If the critter dies during flinging, moving it around causes debugmsgs
9923 if( c->is_dead_state() ) {
9924 return;
9925 }
9926
9927 flvel -= force;
9928 if( thru ) {
9929 if( p != nullptr ) {
9930 if( p->in_vehicle ) {
9931 m.unboard_vehicle( p->pos() );
9932 }
9933 // If we're flinging the player around, make sure the map stays centered on them.
9934 if( is_u && !suppress_map_update ) {
9935 update_map( pt.x, pt.y );
9936 } else {
9937 p->setpos( pt );
9938 }
9939 } else if( !critter_at( pt ) ) {
9940 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9941 // Just don't setpos if it happens - next iteration will do so
9942 // or the monster will stop a tile before the unpassable one
9943 c->setpos( pt );
9944 }
9945 } else {
9946 // Don't zero flvel - count this as slamming both the obstacle and the ground
9947 // although at lower velocity
9948 break;
9949 }
9950 //Vehicle wall tiles don't count for range
9951 if( !force_next ) {
9952 range--;
9953 }
9954 prev_point = pt;
9955 if( animate && ( seen || u.sees( *c ) ) ) {
9959 }
9960 }
9961
9962 // Fall down to the ground - always on the last reached tile
9963 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9964 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9965 // Didn't smash into a wall or a floor so only take the fall damage
9966 if( thru && trap_under_creature == tr_ledge ) {
9967 m.creature_on_trap( *c, false );
9968 } else {
9969 // Fall on ground
9970 int force = rng( flvel, flvel * 2 ) / 9;
9971 if( controlled ) {
9972 force = std::max( force / 2 - 5, 0 );
9973 }
9974 if( force > 0 ) {
9975 int dmg = c->impact( force, c->pos() );
9976 // TODO: Make landing damage the floor
9977 m.bash( c->pos(), dmg / 4, false, false, false );
9978 }
9979 // Always apply traps to creature i.e. bear traps, tele traps etc.
9980 m.creature_on_trap( *c, false );
9981 }
9982 } else {
9983 c->underwater = true;
9984 if( is_u ) {
9985 if( controlled ) {
9986 add_msg( _( "You dive into water." ) );
9987 } else {
9988 add_msg( m_warning, _( "You fall into water." ) );
9989 }
9990 }
9991 }
9992}
void setpos(const tripoint &p) override
Definition: character.h:797
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839
point update_map(player &p)
Definition: game.cpp:10717
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2446
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6474
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3508
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1078
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2411
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8437
bool passable(const tripoint &p) const
Definition: map.cpp:1797
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1859
bool is_dead() const
Definition: monster.cpp:2757
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1640
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Definition: ui_manager.cpp:290
int hp
Definition: mtype.h:267
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5100 of file game.cpp.

5101{
5102 // TODO: Z
5103 const int &x = p.x;
5104 const int &y = p.y;
5105 const std::string &door_name = door_type.obj().name();
5106 // sed when player/monsters are knocked back and when moving items out of the way
5107 point kb( x, y );
5108 const auto valid_location = [&]( const tripoint & p ) {
5109 return g->is_empty( p );
5110 };
5112 valid_location ) ) {
5113 kb.x = -pos->x + x + x;
5114 kb.y = -pos->y + y + y;
5115 }
5116 const tripoint kbp( kb, p.z );
5117 if( kbp == p ) {
5118 // can't pushback any creatures anywhere, that means the door can't close.
5119 return false;
5120 }
5121 const bool can_see = u.sees( tripoint( x, y, p.z ) );
5122 player *npc_or_player = critter_at<player>( tripoint( x, y, p.z ), false );
5123 if( npc_or_player != nullptr ) {
5124 if( bash_dmg <= 0 ) {
5125 return false;
5126 }
5127 if( npc_or_player->is_npc() && can_see ) {
5128 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5129 } else if( npc_or_player->is_player() ) {
5130 add_msg( m_bad, _( "The %s hits you." ), door_name );
5131 }
5132 if( npc_or_player->activity ) {
5133 npc_or_player->cancel_activity();
5134 }
5135 // TODO: make the npc angry?
5136 npc_or_player->hitall( bash_dmg, 0, nullptr );
5137 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5138 // TODO: perhaps damage/destroy the gate
5139 // if the npc was really big?
5140 }
5141 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5142 monster &critter = *mon_ptr;
5143 if( bash_dmg <= 0 ) {
5144 return false;
5145 }
5146 if( can_see ) {
5147 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5148 }
5149 if( critter.type->size <= MS_SMALL ) {
5150 critter.die_in_explosion( nullptr );
5151 } else {
5152 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5153 critter.check_dead_state();
5154 }
5155 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5156 // big critters simply prevent the gate from closing
5157 // TODO: perhaps damage/destroy the gate
5158 // if the critter was really big?
5159 return false;
5160 }
5161 if( !critter.is_dead() ) {
5162 // Still alive? Move the critter away so the door can close
5163 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5164 if( critter_at( p ) ) {
5165 return false;
5166 }
5167 }
5168 }
5169 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5170 if( bash_dmg <= 0 ) {
5171 return false;
5172 }
5173 vp->vehicle().damage( vp->part_index(), bash_dmg );
5174 if( m.veh_at( p ) ) {
5175 // Check again in case all parts at the door tile
5176 // have been destroyed, if there is still a vehicle
5177 // there, the door can not be closed
5178 return false;
5179 }
5180 }
5181 if( bash_dmg < 0 && !m.i_at( point( x, y ) ).empty() ) {
5182 return false;
5183 }
5184 if( bash_dmg == 0 ) {
5185 for( auto &elem : m.i_at( point( x, y ) ) ) {
5186 if( elem.made_of( LIQUID ) ) {
5187 // Liquids are OK, will be destroyed later
5188 continue;
5189 } else if( elem.volume() < 250_ml ) {
5190 // Dito for small items, will be moved away
5191 continue;
5192 }
5193 // Everything else prevents the door from closing
5194 return false;
5195 }
5196 }
5197
5198 m.ter_set( point( x, y ), door_type );
5199 if( m.has_flag( "NOITEM", point( x, y ) ) ) {
5200 map_stack items = m.i_at( point( x, y ) );
5201 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5202 if( it->made_of( LIQUID ) ) {
5203 it = items.erase( it );
5204 continue;
5205 }
5206 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5207 if( can_see ) {
5208 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5209 } else {
5210 add_msg( m_warning, _( "Something shatters!" ) );
5211 }
5212 it = items.erase( it );
5213 continue;
5214 }
5215 m.add_item_or_charges( kbp, *it );
5216 it = items.erase( it );
5217 }
5218 }
5219 return true;
5220}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8675
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
Definition: game.cpp:4379
iterator erase(const_iterator it) override
Definition: map.cpp:150
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1636
void die_in_explosion(Creature *source)
Definition: monster.cpp:1654
bool is_npc() const override
Definition: player.h:122
bool is_player() const override
Definition: player.h:105
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:259

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, map::veh_at(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 636 of file game.cpp.

637{
638 return gamemode ? gamemode->id() : SGAME_NULL;
639}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12064 of file game.cpp.

12065{
12066 for( Creature &critter : all_creatures() ) {
12067 if( pred( critter ) ) {
12068 return &critter;
12069 }
12070 }
12071 return nullptr;
12072}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11974 of file game.cpp.

11976{
11977 std::vector<Creature *> result;
11978 for( Creature &critter : all_creatures() ) {
11979 if( pred( critter ) ) {
11980 result.push_back( &critter );
11981 }
11982 }
11983 return result;
11984}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11954 of file game.cpp.

11955{
11956 // The player is located in the middle submap of the map.
11958 const tripoint pos_om = sm_to_om_copy( sm );
11959 // TODO: fix point types
11960 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11961}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8241
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8786 of file game.cpp.

8787{
8788 std::vector<std::string> harmful_stuff;
8789 const auto fields_here = m.field_at( u.pos() );
8790 for( const auto &e : m.field_at( dest_loc ) ) {
8791 // warn before moving into a dangerous field except when already standing within a similar field
8792 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8793 harmful_stuff.push_back( e.second.name() );
8794 }
8795 }
8796
8797 if( !u.is_blind() ) {
8798 const trap &tr = m.tr_at( dest_loc );
8799 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8800 true ) );
8801 // HACK: Hack for now, later ledge should stop being a trap
8802 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8803 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8804 if( !boardable ) {
8805 harmful_stuff.emplace_back( tr.name() );
8806 }
8807 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8808 harmful_stuff.emplace_back( tr.name() );
8809 }
8810
8811 static const std::set< body_part > sharp_bps = {
8814 };
8815
8816 const auto sharp_bp_check = [this]( body_part bp ) {
8817 return u.immune_to( bp, { DT_CUT, 10 } );
8818 };
8819
8820 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8821 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8822 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8823 harmful_stuff.emplace_back( m.name( dest_loc ) );
8824 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8825 m.veh_at( dest_loc ) ) &&
8826 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8827 harmful_stuff.emplace_back( m.name( dest_loc ) );
8828 }
8829
8830 }
8831
8832 return harmful_stuff;
8833}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:248
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6971
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5279
bool has_zlevels() const
Definition: map.h:1681
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:928
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3738 of file game.cpp.

3739{
3740 // We're going to get the contiguous fishable terrain starting at
3741 // the provided fishing location (e.g. where a line was cast or a fish
3742 // trap was set), and then check whether or not fishable monsters are
3743 // actually in those locations. This will help us ensure that we're
3744 // getting our fish from the location that we're ACTUALLY fishing,
3745 // rather than just somewhere in the vicinity.
3746
3747 std::unordered_set<tripoint> visited;
3748
3749 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3750 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3751
3752 const inclusive_cuboid<tripoint> fishing_boundaries(
3753 fishing_boundary_min, fishing_boundary_max );
3754
3755 const auto get_fishable_terrain = [&]( tripoint starting_point,
3756 std::unordered_set<tripoint> &fishable_terrain ) {
3757 std::queue<tripoint> to_check;
3758 to_check.push( starting_point );
3759 while( !to_check.empty() ) {
3760 const tripoint current_point = to_check.front();
3761 to_check.pop();
3762
3763 // We've been here before, so bail.
3764 if( visited.find( current_point ) != visited.end() ) {
3765 continue;
3766 }
3767
3768 // This point is out of bounds, so bail.
3769 if( !fishing_boundaries.contains( current_point ) ) {
3770 continue;
3771 }
3772
3773 // Mark this point as visited.
3774 visited.emplace( current_point );
3775
3776 if( m.has_flag( "FISHABLE", current_point ) ) {
3777 fishable_terrain.emplace( current_point );
3778 to_check.push( current_point + point_south );
3779 to_check.push( current_point + point_north );
3780 to_check.push( current_point + point_east );
3781 to_check.push( current_point + point_west );
3782 }
3783 }
3784 return;
3785 };
3786
3787 // Starting at the provided location, get our fishable terrain
3788 // and populate a set with those locations which we'll then use
3789 // to determine if any fishable monsters are in those locations.
3790 std::unordered_set<tripoint> fishable_points;
3791 get_fishable_terrain( fish_pos, fishable_points );
3792
3793 return fishable_points;
3794}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3796 of file game.cpp.

3798{
3799 std::vector<monster *> unique_fish;
3800 for( monster &critter : all_monsters() ) {
3801 // If it is fishable...
3802 if( critter.has_flag( MF_FISHABLE ) ) {
3803 const tripoint critter_pos = critter.pos();
3804 // ...and it is in a fishable location.
3805 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3806 unique_fish.push_back( &critter );
3807 }
3808 }
3809 }
3810
3811 return unique_fish;
3812}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2059 of file game.cpp.

2060{
2061 return follower_ids;
2062}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 975 of file game.cpp.

976{
977 return *kill_tracker_ptr;
978}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11939 of file game.cpp.

11940{
11941 return m.get_abs_sub().x;
11942}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11944 of file game.cpp.

11945{
11946 return m.get_abs_sub().y;
11947}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7179 of file game.cpp.

7180{
7181 return moves_since_last_save;
7182}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11986 of file game.cpp.

11987{
11988 std::vector<npc *> result;
11989 for( npc &guy : all_npcs() ) {
11990 if( pred( guy ) ) {
11991 result.push_back( &guy );
11992 }
11993 }
11994 return result;
11995}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12074 of file game.cpp.

12075{
12076 return get_world_base_save_path() + "/" + base64_encode( u.name );
12077}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12079

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 238 of file handle_action.cpp.

239{
240 input_context ctxt;
241 if( uquit == QUIT_WATCH ) {
242 ctxt = input_context( "DEFAULTMODE" );
243 ctxt.set_iso( true );
244 // The list of allowed actions in death-cam mode in game::handle_action
245 // *INDENT-OFF*
246 for( const action_id id : {
259 } ) {
260 ctxt.register_action( action_ident( id ) );
261 }
262 // *INDENT-ON*
263 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
264 } else {
266 }
267
269
270 user_turn current_turn;
271
272
273 // Checking early if we will need to handle animations
274 // If we do not need to handle animations that will not change as long as the user has not selected an action
275 // and we can handle it like we are not animating.
276 weather_printable wPrint;
277 bool animate_weather = false;
278 bool animate_sct = false;
279 bool do_animations = [&]() {
280 if( get_option<bool>( "ANIMATIONS" ) ) {
281 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
282
283 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
284 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
285
286#if defined(TILES)
287 // Always animate, minimap and terrain may have animations to run
288 return true;
289#else
290 // Otherwise we need to see if we actually should animate.
291 // Minimap and Terrain never animate in !TILES
292 return animate_weather || animate_sct || uquit == QUIT_WATCH;
293#endif
294 }
295 return false;
296 }
297 ();
298
299 if( do_animations ) {
300 ctxt.set_timeout( 125 );
301
303 make_shared_fast<game::draw_callback_t>( [&]() {
304 if( animate_weather ) {
305 draw_weather( wPrint );
306 }
307 if( animate_sct ) {
308 draw_sct();
309 }
310 } );
311 add_draw_callback( animation_cb );
312 invalidate_main_ui_adaptor(); // We want to redraw at least once.
313
314 do {
315 if( animate_weather ) {
317 generate_weather_anim_frame( get_weather().weather_id, wPrint );
318 }
319 // don't bother calculating SCT if we won't show it
320 if( animate_sct ) {
322
324
325 //Check for creatures on all drawing positions and offset if necessary
326 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
327 const direction oCurDir = iter->getDirecton();
328 const int width = utf8_width( iter->getText() );
329 for( int i = 0; i < width; ++i ) {
330 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
331 const Creature *critter = critter_at( tmp, true );
332
333 if( critter != nullptr && u.sees( *critter ) ) {
334 i = -1;
335 int iPos = iter->getStep() + iter->getStepOffset();
336 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
337 if( iter2->getDirecton() == oCurDir &&
338 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
339 if( iter2->getType() == "hp" ) {
340 iter2->advanceStepOffset();
341 }
342
343 iter2->advanceStepOffset();
344 iPos = iter2->getStep() + iter2->getStepOffset();
345 }
346 }
347 }
348 }
349 }
350
351 // Stop animation when done
352 animate_sct = !SCT.vSCT.empty();
353 }
354 // We don't cache these checks as their result may change after 1st redraw
356 // TODO: we redraw *everything* just to animate a couple blinking dots
357 // on the minimap or a few tiles.
358 // This is far from ideal, and can probably be done much cheaper
359 // (update only part of the screen? draw static parts into a texture?)
361 }
362
363 std::unique_ptr<static_popup> deathcam_msg_popup;
364 if( uquit == QUIT_WATCH ) {
365 deathcam_msg_popup = std::make_unique<static_popup>();
366 deathcam_msg_popup
367 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
368 .on_top( true );
369 }
370
372 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
373 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
374 ctxt.reset_timeout();
375 } else {
378 SCT.vSCT.clear();
379
380 ctxt.set_timeout( 125 );
381 while( handle_mouseview( ctxt, action ) ) {
382 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
383 break;
384 }
385 }
386 ctxt.reset_timeout();
387 }
388
389 return ctxt;
390}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:257
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1136
bool minimap_requires_animation()
Definition: animation.cpp:1127
void draw_sct()
Definition: animation.cpp:797
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:756
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3151
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2090
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:947
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2190
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1871 of file game.cpp.

1872{
1873 return seed;
1874}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7184 of file game.cpp.

7185{
7186 return user_action_counter;
7187}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3406 of file game.cpp.

3407{
3408 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3409 return cata::nullopt;
3410 }
3411 const optional_vpart_position vp = m.veh_at( u.pos() );
3412 if( !vp ) {
3413 return cata::nullopt;
3414 }
3415 vehicle *const veh = &vp->vehicle();
3416 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3417 float r = 10.0;
3418 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3419}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12079 of file game.cpp.

12080{
12081 if( world_generator->active_world == nullptr ) {
12082 return PATH_INFO::savedir();
12083 }
12084 return world_generator->active_world->folder_path();
12085}
std::string savedir()
Definition: path_info.cpp:250

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7170 of file game.cpp.

7171{
7172#if defined(TILES)
7173 return tileset_zoom;
7174#else
7175 return DEFAULT_TILESET_ZOOM;
7176#endif
7177}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9589 of file game.cpp.

9590{
9591 // Furniture: pull, push, or standing still and nudging object around.
9592 // Can push furniture out of reach.
9593 tripoint fpos = u.pos() + u.grab_point;
9594 // supposed position of grabbed furniture
9595 if( !m.has_furn( fpos ) ) {
9596 // Where did it go? We're grabbing thin air so reset.
9597 add_msg( m_info, _( "No furniture at grabbed point." ) );
9598 u.grab( OBJECT_NONE );
9599 return false;
9600 }
9601
9602 const bool pushing_furniture = dp == u.grab_point;
9603 const bool pulling_furniture = dp == -u.grab_point;
9604 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9605
9606 tripoint fdest = fpos + dp; // intended destination of furniture.
9607 // Check floor: floorless tiles don't need to be flat and have no traps
9608 const bool has_floor = m.has_floor( fdest );
9609 // Unfortunately, game::is_empty fails for tiles we're standing on,
9610 // which will forbid pulling, so:
9611 const bool canmove = (
9612 m.passable( fdest ) &&
9613 critter_at<npc>( fdest ) == nullptr &&
9614 critter_at<monster>( fdest ) == nullptr &&
9615 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9616 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9617 !m.has_furn( fdest ) &&
9618 !m.veh_at( fdest ) &&
9619 ( !has_floor || m.tr_at( fdest ).is_null() )
9620 );
9621
9622 const furn_t furntype = m.furn( fpos ).obj();
9623 const int src_items = m.i_at( fpos ).size();
9624 const int dst_items = m.i_at( fdest ).size();
9625
9626 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9627 [&]( item & liquid_item ) {
9628 return liquid_item.made_of( LIQUID );
9629 } );
9630
9631 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9632 !m.has_flag( "SWIMMABLE", fdest ) &&
9633 !m.has_flag( "DESTROY_ITEM", fdest );
9634
9635 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9636 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9637 m.furn( fpos ).obj().has_flag( "SEALED" );
9638
9639 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9640 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9641
9642 int str_req = furntype.move_str_req;
9643 // Factor in weight of items contained in the furniture.
9644 units::mass furniture_contents_weight = 0_gram;
9645 for( auto &contained_item : m.i_at( fpos ) ) {
9646 furniture_contents_weight += contained_item.weight();
9647 }
9648 str_req += furniture_contents_weight / 4_kilogram;
9649 if( !canmove ) {
9650 // TODO: What is something?
9651 add_msg( _( "The %s collides with something." ), furntype.name() );
9652 u.moves -= 50;
9653 return true;
9654 ///\EFFECT_STR determines ability to drag furniture
9655 } else if( str_req > u.get_str() &&
9656 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9657 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9658 furntype.name() );
9659 u.moves -= 100;
9660 u.mod_pain( 1 ); // Hurt ourselves.
9661 return true; // furniture and or obstacle wins.
9662 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9663 add_msg( _( "There's stuff in the way." ) );
9664 u.moves -= 50;
9665 return true;
9666 }
9667
9668 u.moves -= str_req * 10;
9669 // Additional penalty if we can't comfortably move it.
9670 if( str_req > u.get_str() ) {
9671 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9672 if( move_penalty <= 1000 ) {
9673 if( u.get_str() >= str_req - 3 ) {
9674 u.moves -= std::max( 3000, move_penalty * 10 );
9675 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9676 if( one_in( 3 ) ) {
9677 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9678 return true;
9679 }
9680 } else {
9681 u.moves -= 100;
9682 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9683 return true;
9684 }
9685 }
9686 u.moves -= move_penalty;
9687 if( move_penalty > 500 ) {
9688 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9689 furntype.name() );
9690 } else if( move_penalty > 200 ) {
9691 if( one_in( 3 ) ) { // Nag only occasionally.
9692 add_msg( _( "It takes some time to move the heavy %s." ),
9693 furntype.name() );
9694 }
9695 }
9696 }
9698 _( "a scraping noise." ), true, "misc", "scraping" );
9699
9701 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9702
9703 // Actually move the furniture.
9704 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9705 m.furn_set( fpos, f_null );
9706
9707 if( fire_intensity == 1 && !pulling_furniture ) {
9708 m.remove_field( fpos, fd_fire );
9709 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9710 m.set_field_age( fdest, fd_fire, fire_age );
9711 }
9712
9713 // Is there is only liquids on the ground, remove them after moving furniture.
9714 if( dst_items > 0 && only_liquid_items ) {
9715 m.i_clear( fdest );
9716 }
9717
9718 if( src_items > 0 ) { // Move the stuff inside.
9719 if( dst_item_ok && src_item_ok ) {
9720 // Assume contents of both cells are legal, so we can just swap contents.
9721 std::list<item> temp;
9722 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9723 std::back_inserter( temp ) );
9724 m.i_clear( fpos );
9725 for( auto item_iter = m.i_at( fdest ).begin();
9726 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9727 m.i_at( fpos ).insert( *item_iter );
9728 }
9729 m.i_clear( fdest );
9730 for( auto &cur_item : temp ) {
9731 m.i_at( fdest ).insert( cur_item );
9732 }
9733 } else {
9734 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9735 }
9736 }
9737
9738 if( shifting_furniture ) {
9739 // We didn't move
9740 tripoint d_sum = u.grab_point + dp;
9741 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9742 u.grab_point = d_sum; // furniture moved relative to us
9743 } else { // we pushed furniture out of reach
9744 add_msg( _( "You let go of the %s." ), furntype.name() );
9745 u.grab( OBJECT_NONE );
9746 }
9747 return true; // We moved furniture but stayed still.
9748 }
9749
9750 if( pushing_furniture && m.impassable( fpos ) ) {
9751 // Not sure how that chair got into a wall, but don't let player follow.
9752 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9753 furntype.name(), m.tername( fdest ) );
9754 u.grab( OBJECT_NONE );
9755 return true;
9756 }
9757
9758 return false;
9759}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4064
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:648
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4954
void insert(const item &newitem) override
Definition: map.cpp:155
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5445
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5319
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5353
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5359
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5332
std::string tername(const tripoint &p) const
Definition: map.cpp:1706
void i_clear(const tripoint &p)
Definition: map.cpp:4109
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1357
bool has_floor(const tripoint &p) const
Definition: map.cpp:2004
tripoint grab_point
Definition: player.h:589
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:505
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9761 of file game.cpp.

9762{
9763 if( u.get_grab_type() == OBJECT_NONE ) {
9764 return false;
9765 }
9766
9767 if( dp.z != 0 ) {
9768 // No dragging stuff up/down stairs yet!
9769 return false;
9770 }
9771
9772 // vehicle: pulling, pushing, or moving around the grabbed object.
9773 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9774 return grabbed_veh_move( dp );
9775 }
9776
9777 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9778 return grabbed_furn_move( dp );
9779 }
9780
9781 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9783 u.grab( OBJECT_NONE );
9784 return false;
9785}
object_type get_grab_type() const
Definition: avatar.cpp:656
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9589
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150 grabbed_vehicle->adjust_zlevel( 1, dp );
151
152 // Grabbed part has to stay at distance 1 to the player
153 // and in roughly the same direction.
154 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
155 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
156 const tripoint expected_pos = u.pos() + dp + from;
157 const tripoint actual_dir = expected_pos - new_part_pos;
158
159 // Set player location to illegal value so it can't collide with vehicle.
160 const tripoint player_prev = u.pos();
162 std::vector<veh_collision> colls;
163 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
164 u.setpos( player_prev );
165 if( !colls.empty() ) {
166 blocker_name = colls.front().target_name;
167 }
168 return failed ? tripoint_zero : actual_dir;
169 };
170
171 // First try the move as intended
172 // But if that fails and the move is a zig-zag, try to recover:
173 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
174 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
175 if( final_dp_veh == tripoint_zero && zigzag ) {
176 final_dp_veh = get_move_dir( -prev_grab, -dp );
177 next_grab = -dp;
178 }
179
180 if( final_dp_veh == tripoint_zero ) {
181 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
182 u.grab_point = prev_grab;
183 return true;
184 }
185
186 u.grab_point = next_grab;
187
188 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
189
190 if( grabbed_vehicle ) {
191 grabbed_vehicle->shift_zlevel();
192 grabbed_vehicle->check_falling_or_floating();
193 } else {
194 debugmsg( "Grabbed vehicle disappeared" );
195 return false;
196 }
197
198 for( int p : wheel_indices ) {
199 if( one_in( 2 ) ) {
200 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
201 grabbed_vehicle->handle_trap( wheel_p, p );
202 }
203 }
204
205 return false;
206
207}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1116
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1777
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6968
int part_count() const
Definition: vehicle.cpp:7075
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7080
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1514 of file handle_action.cpp.

1515{
1516 std::string action;
1517 input_context ctxt;
1519 user_turn current_turn;
1520 // Check if we have an auto-move destination
1521 if( u.has_destination() ) {
1523 if( act == ACTION_NULL ) {
1524 add_msg( m_info, _( "Auto-move canceled" ) );
1526 return false;
1527 }
1528 } else if( u.has_destination_activity() ) {
1529 // starts destination activity after the player successfully reached his destination
1531 return false;
1532 } else {
1533 // No auto-move, ask player for input
1534 ctxt = get_player_input( action );
1535 }
1536
1537 const optional_vpart_position vp = m.veh_at( u.pos() );
1538 bool veh_ctrl = !u.is_dead_state() &&
1539 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1540
1541 // If performing an action with right mouse button, co-ordinates
1542 // of location clicked.
1543 cata::optional<tripoint> mouse_target;
1544
1545 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1546 uquit = QUIT_DIED;
1547 return false;
1548 }
1549
1550 if( act == ACTION_NULL ) {
1552
1553 if( act == ACTION_KEYBINDINGS ) {
1554 // already handled by input context
1555 return false;
1556 }
1557
1558 if( act == ACTION_MAIN_MENU ) {
1559 if( uquit == QUIT_WATCH ) {
1560 return false;
1561 }
1562 // No auto-move actions have or can be set at this point.
1564 destination_preview.clear();
1566 if( act == ACTION_NULL ) {
1567 return false;
1568 }
1569 }
1570
1571 if( act == ACTION_ACTIONMENU ) {
1572 if( uquit == QUIT_WATCH ) {
1573 return false;
1574 }
1575 // No auto-move actions have or can be set at this point.
1577 destination_preview.clear();
1579 if( act == ACTION_NULL ) {
1580 return false;
1581 }
1582#if defined(__ANDROID__)
1583 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1584 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1585 }
1586#endif
1587 }
1588
1589 if( act == ACTION_KEYBINDINGS ) {
1591 destination_preview.clear();
1592 act = ctxt.display_menu( true );
1593 if( act == ACTION_NULL ) {
1594 return false;
1595 }
1596 }
1597
1600 }
1601
1602 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1603 // Mouse button click
1604 if( veh_ctrl ) {
1605 // No mouse use in vehicle
1606 return false;
1607 }
1608
1609 if( u.is_dead_state() ) {
1610 // do not allow mouse actions while dead
1611 return false;
1612 }
1613
1614 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1615 if( !mouse_pos ) {
1616 return false;
1617 } else if( !u.sees( *mouse_pos ) ) {
1618 // Not clicked in visible terrain
1619 return false;
1620 }
1621 mouse_target = mouse_pos;
1622
1623 if( act == ACTION_SELECT ) {
1624 // Note: The following has the potential side effect of
1625 // setting auto-move destination state in addition to setting
1626 // act.
1627 if( !try_get_left_click_action( act, *mouse_target ) ) {
1628 return false;
1629 }
1630 } else if( act == ACTION_SEC_SELECT ) {
1631 if( !try_get_right_click_action( act, *mouse_target ) ) {
1632 return false;
1633 }
1634 }
1635 } else if( act != ACTION_TIMEOUT ) {
1636 // act has not been set for an auto-move, so clearing possible
1637 // auto-move destinations. Since initializing an auto-move with
1638 // the mouse may span across multiple actions, we do not clear the
1639 // auto-move destination if the action is only a timeout, as this
1640 // would require the user to double click quicker than the
1641 // timeout delay.
1643 destination_preview.clear();
1644 }
1645 }
1646
1647 if( act == ACTION_NULL ) {
1648 const input_event &&evt = ctxt.get_raw_input();
1649 if( !evt.sequence.empty() ) {
1650 const int ch = evt.get_first_input();
1651 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1652 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1653 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1654 if( const cata::optional<std::string> hint =
1656 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1657 "the current context." ),
1658 *hint );
1659 }
1660 }
1661 }
1662 return false;
1663 }
1664
1665 // This has no action unless we're in a special game mode.
1666 gamemode->pre_action( act );
1667
1668 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1669
1670 int before_action_moves = u.moves;
1671
1672 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1673 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1674 switch( act ) {
1677 break;
1678
1679 case ACTION_CENTER:
1682 break;
1683
1684 case ACTION_SHIFT_N:
1685 case ACTION_SHIFT_NE:
1686 case ACTION_SHIFT_E:
1687 case ACTION_SHIFT_SE:
1688 case ACTION_SHIFT_S:
1689 case ACTION_SHIFT_SW:
1690 case ACTION_SHIFT_W:
1691 case ACTION_SHIFT_NW: {
1692 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1701 };
1703 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1704 }
1705 break;
1706
1707 case ACTION_LOOK:
1708 look_around();
1709 break;
1710
1711 case ACTION_KEYBINDINGS:
1712 // already handled by input context
1713 break;
1714
1715 default:
1716 break;
1717 }
1718 }
1719
1720 // actions allowed only while alive
1721 if( !u.is_dead_state() ) {
1722 switch( act ) {
1723 case ACTION_NULL:
1724 case NUM_ACTIONS:
1725 break; // dummy entries
1726 case ACTION_ACTIONMENU:
1727 case ACTION_MAIN_MENU:
1728 case ACTION_KEYBINDINGS:
1729 break; // handled above
1730
1731 case ACTION_TIMEOUT:
1732 if( check_safe_mode_allowed( false ) ) {
1733 u.pause();
1734 }
1735 break;
1736
1737 case ACTION_PAUSE:
1738 if( check_safe_mode_allowed() ) {
1739 u.pause();
1740 }
1741 break;
1742
1743 case ACTION_CYCLE_MOVE:
1745 break;
1746
1747 case ACTION_RESET_MOVE:
1749 break;
1750
1751 case ACTION_TOGGLE_RUN:
1753 break;
1754
1757 break;
1758
1761 break;
1762
1763 case ACTION_MOVE_FORTH:
1765 case ACTION_MOVE_RIGHT:
1767 case ACTION_MOVE_BACK:
1769 case ACTION_MOVE_LEFT:
1771 if( !u.get_value( "remote_controlling" ).empty() &&
1775 } else if( veh_ctrl ) {
1776 // vehicle control uses x for steering and y for ac/deceleration,
1777 // so no rotation needed
1779 } else {
1781 if( auto_travel_mode && !u.is_auto_moving() ) {
1782 for( int i = 0; i < SEEX; i++ ) {
1783 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1784 u.posy() + dest_delta.y * ( SEEX - i ),
1785 u.posz() );
1787 auto_travel_destination,
1789 u.get_path_avoid() );
1790 if( !destination_preview.empty() ) {
1793 break;
1794 }
1795 }
1798 if( dest_next == point_zero ) {
1800 }
1801 dest_delta = dest_next;
1802 }
1803 if( !avatar_action::move( u, m, dest_delta ) ) {
1804 // auto-move should be canceled due to a failed move or obstacle
1806 }
1807 }
1808 break;
1809 case ACTION_MOVE_DOWN:
1810 if( u.is_mounted() ) {
1811 auto mon = u.mounted_creature.get();
1812 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1813 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1814 break;
1815 }
1816 }
1817 if( !u.in_vehicle ) {
1818 vertical_move( -1, false );
1819 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1821 }
1822 break;
1823
1824 case ACTION_MOVE_UP:
1825 if( u.is_mounted() ) {
1826 auto mon = u.mounted_creature.get();
1827 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1828 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1829 break;
1830 }
1831 }
1832 if( !u.in_vehicle ) {
1833 vertical_move( 1, false );
1834 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1836 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1837 !vp->vehicle().has_sufficient_rotorlift() ) {
1838 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1839 }
1840 break;
1841
1842 case ACTION_OPEN:
1844 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1845 } else if( u.is_mounted() ) {
1846 add_msg( m_info, _( "You can't open things while you're riding." ) );
1847 } else {
1848 open();
1849 }
1850 break;
1851
1852 case ACTION_CLOSE:
1854 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1855 } else if( u.is_mounted() ) {
1856 auto mon = u.mounted_creature.get();
1857 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1858 add_msg( m_info, _( "You can't close things while you're riding." ) );
1859 }
1860 } else if( mouse_target ) {
1861 doors::close_door( m, u, *mouse_target );
1862 } else {
1863 close();
1864 }
1865 break;
1866
1867 case ACTION_SMASH:
1868 if( veh_ctrl ) {
1869 handbrake();
1870 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1871 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1872 } else {
1873 smash();
1874 }
1875 break;
1876
1877 case ACTION_EXAMINE:
1879 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1880 } else if( mouse_target ) {
1881 examine( *mouse_target );
1882 } else {
1883 examine();
1884 }
1885 break;
1886
1887 case ACTION_ADVANCEDINV:
1889 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1890 } else if( u.is_mounted() ) {
1891 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1892 } else {
1894 }
1895 break;
1896
1897 case ACTION_PICKUP:
1899 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1900 } else if( u.is_mounted() ) {
1901 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1902 } else if( mouse_target ) {
1903 pickup( *mouse_target );
1904 } else {
1905 pickup();
1906 }
1907 break;
1908
1909 case ACTION_PICKUP_FEET:
1911 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1912 } else {
1913 pickup_feet();
1914 }
1915 break;
1916
1917 case ACTION_GRAB:
1919 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1920 } else if( u.is_mounted() ) {
1921 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1922 } else {
1923 grab();
1924 }
1925 break;
1926
1927 case ACTION_HAUL:
1929 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1930 } else if( u.is_mounted() ) {
1931 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1932 } else {
1933 haul();
1934 }
1935 break;
1936
1937 case ACTION_BUTCHER:
1939 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1940 } else if( u.is_mounted() ) {
1941 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1942 } else {
1943 butcher();
1944 }
1945 break;
1946
1947 case ACTION_CHAT:
1948 chat();
1949 break;
1950
1951 case ACTION_PEEK:
1953 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1954 } else if( u.is_mounted() ) {
1955 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1956 } else {
1957 peek();
1958 }
1959 break;
1960
1961 case ACTION_LIST_ITEMS:
1963 break;
1964
1965 case ACTION_ZONES:
1966 zones_manager();
1967 break;
1968
1969 case ACTION_LOOT:
1970 loot();
1971 break;
1972
1973 case ACTION_INVENTORY:
1975 break;
1976
1977 case ACTION_COMPARE:
1979 break;
1980
1981 case ACTION_ORGANIZE:
1983 break;
1984
1985 case ACTION_USE:
1986 // Shell-users are presumed to be able to mess with their inventories, etc
1987 // while in the shell. Eating, gear-changing, and item use are OK.
1989 break;
1990
1991 case ACTION_USE_WIELDED:
1992 u.use_wielded();
1993 break;
1994
1995 case ACTION_WEAR:
1996 wear();
1997 break;
1998
1999 case ACTION_TAKE_OFF:
2000 takeoff();
2001 break;
2002
2003 case ACTION_EAT:
2004 if( !avatar_action::eat_here( u ) ) {
2006 }
2007 break;
2008
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2015 case ACTION_READ:
2016 // Shell-users are presumed to have the book just at an opening and read it that way
2017 read();
2018 break;
2019
2020 case ACTION_WIELD:
2022 break;
2023
2024 case ACTION_PICK_STYLE:
2025 u.martial_arts_data->pick_style( u );
2026 break;
2027
2028 case ACTION_RELOAD_ITEM:
2030 break;
2031
2034 break;
2035
2038 break;
2039
2040 case ACTION_UNLOAD:
2042 break;
2043
2044 case ACTION_MEND:
2046 break;
2047
2048 case ACTION_THROW: {
2049 item_location loc;
2050 avatar_action::plthrow( g->u, loc );
2051 break;
2052 }
2053
2054 case ACTION_FIRE:
2055 fire();
2056 break;
2057
2058 case ACTION_CAST_SPELL:
2059 cast_spell();
2060 break;
2061
2062 case ACTION_FIRE_BURST: {
2063 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2065 }
2066 break;
2067 }
2068
2070 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2071 if( u.weapon.gun_all_modes().size() > 1 ) {
2073 } else {
2074 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2075 }
2076 }
2077 break;
2078
2080 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2082 }
2083 break;
2084
2085 case ACTION_DROP:
2086 // You CAN drop things to your own tile while in the shell.
2087 drop();
2088 break;
2089
2090 case ACTION_DIR_DROP:
2092 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2093 } else {
2095 }
2096 break;
2097 case ACTION_BIONICS:
2098 u.power_bionics();
2099 break;
2100 case ACTION_MUTATIONS:
2102 break;
2103
2104 case ACTION_SORT_ARMOR:
2105 u.sort_armor();
2106 break;
2107
2108 case ACTION_WAIT:
2109 wait();
2110 break;
2111
2112 case ACTION_CRAFT:
2114 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2115 } else if( u.is_mounted() ) {
2116 add_msg( m_info, _( "You can't craft while you're riding." ) );
2117 } else {
2118 u.craft();
2119 }
2120 break;
2121
2122 case ACTION_RECRAFT:
2124 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2125 } else if( u.is_mounted() ) {
2126 add_msg( m_info, _( "You can't craft while you're riding." ) );
2127 } else {
2128 u.recraft();
2129 }
2130 break;
2131
2132 case ACTION_LONGCRAFT:
2134 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2135 } else if( u.is_mounted() ) {
2136 add_msg( m_info, _( "You can't craft while you're riding." ) );
2137 } else {
2138 u.long_craft();
2139 }
2140 break;
2141
2142 case ACTION_DISASSEMBLE:
2143 if( u.controlling_vehicle ) {
2144 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2145 } else if( u.is_mounted() ) {
2146 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2147 } else {
2149 }
2150 break;
2151
2152 case ACTION_CONSTRUCT:
2153 if( u.in_vehicle ) {
2154 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2155 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2156 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2157 } else if( u.is_mounted() ) {
2158 add_msg( m_info, _( "You can't construct while you're riding." ) );
2159 } else {
2160 construction_menu( false );
2161 }
2162 break;
2163
2164 case ACTION_SLEEP:
2165 if( veh_ctrl ) {
2166 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2167 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2168 _( "new default binding is '^'." ) ) );
2169 } else {
2170 sleep();
2171 }
2172 break;
2173
2176 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2177 } else if( u.is_mounted() ) {
2178 u.dismount();
2179 } else {
2181 }
2182 break;
2183
2186 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2187 break;
2188
2190 if( safe_mode == SAFE_MODE_OFF ) {
2192 mostseen = 0;
2193 add_msg( m_info, _( "Safe mode ON!" ) );
2194 } else {
2197 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2198 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2199 }
2203 }
2204 break;
2205
2207 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2208 add_msg( m_info, autosafemode_option.value_as<bool>()
2209 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2210 autosafemode_option.setNext();
2211 break;
2212 }
2213
2215 if( safe_mode == SAFE_MODE_STOP ) {
2216 add_msg( m_info, _( "Ignoring enemy!" ) );
2217 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2218 monster &critter = *elem;
2219 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2220 }
2222 } else if( u.has_effect( effect_laserlocked ) ) {
2223 if( u.has_trait( trait_PROF_CHURL ) ) {
2224 add_msg( m_warning, _( "You make the sign of the cross." ) );
2225 } else {
2226 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2227 }
2230 }
2231 break;
2232
2234 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2236 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2238 mostseen = 0;
2239 } else {
2240 get_safemode().show();
2241 }
2242 break;
2243
2244 case ACTION_SUICIDE:
2245 if( query_yn( _( "Commit suicide?" ) ) ) {
2246 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2247 u.moves = 0;
2248 u.place_corpse();
2250 }
2251 }
2252 break;
2253
2254 case ACTION_SAVE:
2255 if( query_yn( _( "Save and quit?" ) ) ) {
2256 if( save() ) {
2257 u.moves = 0;
2258 uquit = QUIT_SAVED;
2259 }
2260 }
2261 break;
2262
2263 case ACTION_QUICKSAVE:
2264 quicksave();
2265 return false;
2266
2267 case ACTION_QUICKLOAD:
2268 quickload();
2269 return false;
2270
2271 case ACTION_PL_INFO:
2273 break;
2274
2275 case ACTION_MAP:
2277 break;
2278
2279 case ACTION_SKY:
2280 if( m.is_outside( u.pos() ) ) {
2282 } else {
2283 add_msg( m_info, _( "You can't see the sky from here." ) );
2284 }
2285 break;
2286
2287 case ACTION_MISSIONS:
2288 list_missions();
2289 break;
2290
2291 case ACTION_SCORES:
2293 break;
2294
2295 case ACTION_FACTIONS:
2296 faction_manager_ptr->display();
2297 break;
2298
2299 case ACTION_MORALE:
2300 u.disp_morale();
2301 break;
2302
2303 case ACTION_MESSAGES:
2305 break;
2306
2307 case ACTION_HELP:
2309 break;
2310
2311 case ACTION_OPTIONS:
2312 get_options().show( true );
2313 break;
2314
2315 case ACTION_AUTOPICKUP:
2317 break;
2318
2319 case ACTION_AUTONOTES:
2321 break;
2322
2323 case ACTION_SAFEMODE:
2324 get_safemode().show();
2325 break;
2326
2327 case ACTION_COLOR:
2328 all_colors.show_gui();
2329 break;
2330
2331 case ACTION_WORLD_MODS:
2332 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2333 break;
2334
2335 case ACTION_DEBUG:
2337 break; //don't do anything when sharing and not debugger
2338 }
2340 break;
2341
2344 break;
2345
2348 break;
2349
2352 break;
2353
2356 break;
2357
2359 get_options().get_option( "AUTO_FEATURES" ).setNext();
2360 get_options().save();
2361 //~ Auto Features are now ON/OFF
2362 add_msg( _( "%s are now %s." ),
2363 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2364 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2365 break;
2366
2368 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2369 get_options().save();
2370 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2371 add_msg( _( "%s is now set to %s." ),
2372 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2373 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2374 break;
2375
2377 get_options().get_option( "AUTO_MINING" ).setNext();
2378 get_options().save();
2379 //~ Auto Mining is now ON/OFF
2380 add_msg( _( "%s is now %s." ),
2381 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2382 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2383 break;
2384
2386 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2387 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2388 u.set_value( "THIEF_MODE_KEEP", "YES" );
2389 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2390 add_msg( _( "You will not pick up other peoples belongings." ) );
2391 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2392 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2393 u.set_value( "THIEF_MODE_KEEP", "YES" );
2394 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2395 add_msg( _( "You will pick up also those things that belong to others!" ) );
2396 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2397 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2398 u.set_value( "THIEF_MODE_KEEP", "NO" );
2399 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2400 add_msg( _( "You will be reminded not to steal." ) );
2401 } else {
2402 // ERROR
2403 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2404 }
2405 break;
2406
2408 get_options().get_option( "AUTO_FORAGING" ).setNext();
2409 get_options().save();
2410 //~ Auto Foraging is now set to x
2411 add_msg( _( "%s is now set to %s." ),
2412 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2413 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2414 break;
2415
2417 get_options().get_option( "AUTO_PICKUP" ).setNext();
2418 get_options().save();
2419 //~ Auto pickup is now set to x
2420 add_msg( _( "%s is now set to %s." ),
2421 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2422 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2423 break;
2424
2427 break; //don't do anything when sharing and not debugger
2428 }
2429 display_scent();
2430 break;
2431
2434 break; //don't do anything when sharing and not debugger
2435 }
2436 display_scent();
2437 break;
2438
2441 break; //don't do anything when sharing and not debugger
2442 }
2444 break;
2447 break; //don't do anything when sharing and not debugger
2448 }
2450 break;
2453 break; //don't do anything when sharing and not debugger
2454 }
2456 break;
2457
2460 break; //don't do anything when sharing and not debugger
2461 }
2463 break;
2464
2467 break; //don't do anything when sharing and not debugger
2468 }
2470 break;
2471
2474 break; //don't do anything when sharing and not debugger
2475 }
2477 break;
2478
2480 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2481 break;
2482
2485 break;
2486
2489 break; //don't do anything when sharing and not debugger
2490 }
2492 if( debug_mode ) {
2493 add_msg( m_info, _( "Debug mode ON!" ) );
2494 } else {
2495 add_msg( m_info, _( "Debug mode OFF!" ) );
2496 }
2497 break;
2498
2499 case ACTION_ZOOM_IN:
2500 zoom_in();
2502 break;
2503
2504 case ACTION_ZOOM_OUT:
2505 zoom_out();
2507 break;
2508
2509 case ACTION_ITEMACTION:
2511 break;
2512
2513 case ACTION_AUTOATTACK:
2515 break;
2516
2517 default:
2518 break;
2519 }
2520 }
2521 if( act != ACTION_TIMEOUT ) {
2522 u.mod_moves( -current_turn.moves_elapsed() );
2523 }
2524 gamemode->post_action( act );
2525
2526 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2527 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2528 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2529 return ( !u.is_dead_state() );
2530}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:469
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:348
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:418
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:941
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:507
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:655
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:265
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:259
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:263
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:267
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:261
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:269
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9946
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9960
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1247
item weapon
Definition: character.h:1521
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
void mod_moves(int nmoves)
Definition: creature.cpp:1408
void cycle_move_mode()
Definition: avatar.cpp:1165
void toggle_map_memory()
Definition: avatar.cpp:119
void toggle_crouch_mode()
Definition: avatar.cpp:1149
void toggle_run_mode()
Definition: avatar.cpp:1140
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:980
void reset_move_mode()
Definition: avatar.cpp:1158
void item_action_menu()
void display_radiation()
Definition: game.cpp:11317
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2383
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8697
cata::optional< tripoint > look_around()
Definition: game.cpp:6653
void pickup_feet()
Definition: game.cpp:5710
void zones_manager()
Definition: game.cpp:6178
int turnssincelastmon
Definition: game.h:1042
void display_visibility()
Definition: game.cpp:11231
void display_scent()
Definition: game.cpp:11196
bool save()
Returns false if saving failed.
Definition: game.cpp:2876
void butcher()
Definition: game.cpp:8379
void display_temperature()
Definition: game.cpp:11217
bool auto_travel_mode
Definition: game.h:1039
void zoom_out()
Definition: game.cpp:7126
void toggle_pixel_minimap()
Definition: game.cpp:512
void toggle_debug_hour_timer()
Definition: game.cpp:11263
void display_transparency()
Definition: game.cpp:11324
void list_items_monsters()
Definition: game.cpp:7303
void chat()
Definition: npctalk.cpp:394
void quickload()
Definition: game.cpp:11359
void pickup()
Definition: game.cpp:5688
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10044
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11291
void control_vehicle()
Definition: game.cpp:5258
void peek()
Definition: game.cpp:5717
void drop()
Definition: game.cpp:8117
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2411
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8635
void zoom_in()
Definition: game.cpp:7138
void toggle_fullscreen()
Definition: game.cpp:502
void display_vehicle_ai()
Definition: game.cpp:11224
void reload_tileset()
Definition: game.cpp:523
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3124
void drop_in_direction()
Definition: game.cpp:8122
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6364
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7755
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4703
bool is_gunmod() const
Definition: item.cpp:6394
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7674
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7746
bool is_outside(const tripoint &p) const
Definition: map.cpp:2560
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:255
short ignoring
Definition: monster.h:507
cOpt & get_option(const std::string &name)
Definition: options.cpp:3357
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2740
void show_adm()
Definition: panels.cpp:2406
void pause()
Definition: player.cpp:609
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:340
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3058
int movecounter
Definition: player.h:601
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:351
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:360
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
construction_id construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3754
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, auto_travel_mode, avatar_action::autoattack(), bio_remote, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), input_context::get_coordinates(), get_delta_from_movement_action(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2064 of file game.cpp.

2065{
2067 const std::string action = ctxt.handle_input( 0 );
2068 bool refresh = true;
2069 if( action == "pause" ) {
2071 cancel_activity_query( _( "Confirm:" ) );
2072 }
2073 } else if( action == "player_data" ) {
2075 } else if( action == "messages" ) {
2077 } else if( action == "help" ) {
2079 } else if( action != "HELP_KEYBINDINGS" ) {
2080 refresh = false;
2081 }
2082 if( refresh ) {
2085 }
2086}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1848
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2090 of file game.cpp.

2091{
2092 cata::optional<tripoint> liveview_pos;
2093
2094 do {
2095 action = ctxt.handle_input();
2096 if( action == "MOUSE_MOVE" ) {
2097 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2098 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2099 liveview_pos = mouse_pos;
2100 liveview.show( *liveview_pos );
2101 } else if( !mouse_pos ) {
2102 liveview_pos.reset();
2103 liveview.hide();
2104 }
2106 }
2107 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2108
2109 if( action != "TIMEOUT" ) {
2110 // Keyboard event, break out of animation loop
2111 liveview.hide();
2112 return false;
2113 }
2114
2115 // Mouse movement or un-handled key
2116 return true;
2117}
void reset() noexcept
Definition: optional.h:158
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 631 of file game.cpp.

632{
633 return gamemode && gamemode->id() != SGAME_NULL;
634}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11331 of file game.cpp.

11332{
11334 last_save_timestamp = time( nullptr );
11335}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 397 of file game_inventory.cpp.

399{
401 title, radius, none_message );
402}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:330

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 435 of file game.cpp.

436{
438}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8764 of file game.cpp.

8765{
8766 return !( get_dangerous_tile( dest_loc ).empty() );
8767}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8786

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4954 of file game.cpp.

4955{
4956 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4957 critter_at( p ) == nullptr;
4958}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2456 of file game.cpp.

2457{
2458 if( uquit == QUIT_WATCH ) {
2459 // deny player movement and dodging
2460 u.moves = 0;
2461 // prevent pain from updating
2462 u.set_pain( 0 );
2463 // prevent dodging
2464 u.dodges_left = 0;
2465 return false;
2466 }
2467 if( uquit == QUIT_DIED ) {
2468 if( u.in_vehicle ) {
2469 m.unboard_vehicle( u.pos() );
2470 }
2471 u.place_corpse();
2472 return true;
2473 }
2474 if( uquit == QUIT_SUICIDE ) {
2475 if( u.in_vehicle ) {
2476 m.unboard_vehicle( u.pos() );
2477 }
2478 return true;
2479 }
2480 if( uquit != QUIT_NO ) {
2481 return true;
2482 }
2483 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2484 if( u.is_dead_state() ) {
2486 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2487 uquit = QUIT_WATCH;
2488 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2489 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2491 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2492 uquit = QUIT_DIED;
2493 } else {
2494 // Something funky happened here, just die.
2495 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2496 uquit = QUIT_DIED;
2497 }
2498 return is_game_over();
2499 }
2500 return false;
2501}
int dodges_left
Definition: character.h:559
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:972
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:191
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3715 of file game.cpp.

3716{
3717 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3718 get_option<int>( "SAFEMODEPROXIMITY" );
3719 return is_hostile_within( distance );
3720}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3727

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3722 of file game.cpp.

3723{
3725}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:193

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3727 of file game.cpp.

3728{
3729 for( auto &critter : u.get_visible_creatures( distance ) ) {
3730 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3731 return critter;
3732 }
3733 }
3734
3735 return nullptr;
3736}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4960 of file game.cpp.

4961{
4962 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4963}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3361 of file game.cpp.

3362{
3363 const tripoint diff( u.pos() + u.view_offset - p );
3364
3365 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3366 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3367}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4965 of file game.cpp.

4966{
4967 return weather::is_sheltered( m, p );
4968}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6108 of file game.cpp.

6109{
6110 return zones_manager_open;
6111}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1074

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1519
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1234
void restack(player &p)
Definition: inventory.cpp:398
void unsort()
Definition: inventory.cpp:226
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult 
)

Definition at line 4379 of file game.cpp.

4380{
4381 std::vector<tripoint> traj;
4382 traj.clear();
4383 traj = line_to( s, t, 0, 0 );
4384 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4385 traj = continue_line( traj, force );
4386 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4387
4388 knockback( traj, stun, dam_mult );
4389}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult 
)

Definition at line 4395 of file game.cpp.

4396{
4397 // TODO: make the force parameter actually do something.
4398 // the header file says higher force causes more damage.
4399 // perhaps that is what it should do?
4400
4401 // TODO: refactor this so it's not copy/pasted 3 times
4402 tripoint tp = traj.front();
4403 if( !critter_at( tp ) ) {
4404 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4405 return;
4406 }
4407 std::size_t force_remaining = traj.size();
4408 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4409 if( stun > 0 ) {
4410 targ->add_effect( effect_stunned, 1_turns * stun );
4411 add_msg( _( "%s was stunned!" ), targ->name() );
4412 }
4413 for( size_t i = 1; i < traj.size(); i++ ) {
4414 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4415 targ->setpos( traj[i - 1] );
4416 force_remaining = traj.size() - i;
4417 if( stun != 0 ) {
4418 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4419 add_msg( _( "%s was stunned!" ), targ->name() );
4420 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4421 targ->apply_damage( nullptr, bodypart_id( "torso" ), dam_mult * force_remaining );
4422 targ->check_dead_state();
4423 }
4424 m.bash( traj[i], 2 * dam_mult * force_remaining );
4425 break;
4426 } else if( critter_at( traj[i] ) ) {
4427 targ->setpos( traj[i - 1] );
4428 force_remaining = traj.size() - i;
4429 if( stun != 0 ) {
4430 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4431 add_msg( _( "%s was stunned!" ), targ->name() );
4432 }
4433 traj.erase( traj.begin(), traj.begin() + i );
4434 if( critter_at<monster>( traj.front() ) ) {
4435 add_msg( _( "%s collided with something else and sent it flying!" ),
4436 targ->name() );
4437 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4438 if( guy->male ) {
4439 add_msg( _( "%s collided with someone else and sent him flying!" ),
4440 targ->name() );
4441 } else {
4442 add_msg( _( "%s collided with someone else and sent her flying!" ),
4443 targ->name() );
4444 }
4445 } else if( u.pos() == traj.front() ) {
4446 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4447 }
4448 knockback( traj, stun, dam_mult );
4449 break;
4450 }
4451 targ->setpos( traj[i] );
4452 if( m.has_flag( "LIQUID", targ->pos() ) && !targ->can_drown() && !targ->is_dead() ) {
4453 targ->die( nullptr );
4454 if( u.sees( *targ ) ) {
4455 add_msg( _( "The %s drowns!" ), targ->name() );
4456 }
4457 }
4458 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4459 !targ->is_dead() ) {
4460 targ->die( nullptr );
4461 if( u.sees( *targ ) ) {
4462 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4463 }
4464 }
4465 tp = traj[i];
4466 }
4467 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4468 if( stun > 0 ) {
4469 targ->add_effect( effect_stunned, 1_turns * stun );
4470 add_msg( _( "%s was stunned!" ), targ->name );
4471 }
4472 for( size_t i = 1; i < traj.size(); i++ ) {
4473 if( m.impassable( traj[i].xy() ) ||
4474 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4475 targ->setpos( traj[i - 1] );
4476 force_remaining = traj.size() - i;
4477 if( stun != 0 ) {
4478 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4479 if( targ->has_effect( effect_stunned ) ) {
4480 add_msg( _( "%s was stunned!" ), targ->name );
4481 }
4482
4483 std::array<bodypart_id, 8> bps = {{
4484 bodypart_id( "head" ),
4485 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4486 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4487 bodypart_id( "torso" ),
4488 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4489 }
4490 };
4491 for( const bodypart_id &bp : bps ) {
4492 if( one_in( 2 ) ) {
4493 targ->deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4494 }
4495 }
4496 targ->check_dead_state();
4497 }
4498 m.bash( traj[i], 2 * dam_mult * force_remaining );
4499 break;
4500 } else if( critter_at( traj[i] ) ) {
4501 targ->setpos( traj[i - 1] );
4502 force_remaining = traj.size() - i;
4503 if( stun != 0 ) {
4504 add_msg( _( "%s was stunned!" ), targ->name );
4505 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4506 }
4507 traj.erase( traj.begin(), traj.begin() + i );
4508 const tripoint &traj_front = traj.front();
4509 if( critter_at<monster>( traj_front ) ) {
4510 add_msg( _( "%s collided with something else and sent it flying!" ),
4511 targ->name );
4512 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4513 if( guy->male ) {
4514 add_msg( _( "%s collided with someone else and sent him flying!" ),
4515 targ->name );
4516 } else {
4517 add_msg( _( "%s collided with someone else and sent her flying!" ),
4518 targ->name );
4519 }
4520 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4522 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4523 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4524 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4525 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4526 }
4527 knockback( traj, stun, dam_mult );
4528 break;
4529 }
4530 targ->setpos( traj[i] );
4531 tp = traj[i];
4532 }
4533 } else if( u.pos() == tp ) {
4534 if( stun > 0 ) {
4535 u.add_effect( effect_stunned, 1_turns * stun );
4536 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4537 "You were stunned for %d turns!",
4538 stun ),
4539 stun );
4540 }
4541 for( size_t i = 1; i < traj.size(); i++ ) {
4542 if( m.impassable( traj[i] ) ||
4543 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4544 u.setpos( traj[i - 1] );
4545 force_remaining = traj.size() - i;
4546 if( stun != 0 ) {
4547 if( u.has_effect( effect_stunned ) ) {
4548 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4549 "You were stunned AGAIN for %d turns!",
4550 force_remaining ),
4551 force_remaining );
4552 } else {
4553 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4554 "You were stunned for %d turns!",
4555 force_remaining ),
4556 force_remaining );
4557 }
4558 u.add_effect( effect_stunned, 1_turns * force_remaining );
4559 std::array<bodypart_id, 8> bps = {{
4560 bodypart_id( "head" ),
4561 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4562 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4563 bodypart_id( "torso" ),
4564 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4565 }
4566 };
4567 for( const bodypart_id &bp : bps ) {
4568 if( one_in( 2 ) ) {
4569 u.deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4570 }
4571 }
4573 }
4574 m.bash( traj[i], 2 * dam_mult * force_remaining );
4575 break;
4576 } else if( critter_at( traj[i] ) ) {
4577 u.setpos( traj[i - 1] );
4578 force_remaining = traj.size() - i;
4579 if( stun != 0 ) {
4580 if( u.has_effect( effect_stunned ) ) {
4581 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4582 "You were stunned AGAIN for %d turns!",
4583 force_remaining ),
4584 force_remaining );
4585 } else {
4586 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4587 "You were stunned for %d turns!",
4588 force_remaining ),
4589 force_remaining );
4590 }
4591 u.add_effect( effect_stunned, 1_turns * force_remaining );
4592 }
4593 traj.erase( traj.begin(), traj.begin() + i );
4594 if( critter_at<monster>( traj.front() ) ) {
4595 add_msg( _( "You collided with something and sent it flying!" ) );
4596 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4597 if( guy->male ) {
4598 add_msg( _( "You collided with someone and sent him flying!" ) );
4599 } else {
4600 add_msg( _( "You collided with someone and sent her flying!" ) );
4601 }
4602 }
4603 knockback( traj, stun, dam_mult );
4604 break;
4605 }
4606 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4607 avatar_action::swim( m, u, u.pos() );
4608 } else {
4609 u.setpos( traj[i] );
4610 }
4611
4612 tp = traj[i];
4613 }
4614 }
4615}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8935
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8459
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3694 of file game.cpp.

3695{
3696 const float light = natural_light_level( zlev );
3697 return LIGHT_RANGE( light );
3698}
float natural_light_level(int zlev) const
Definition: game.cpp:3634
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 2901 of file game.cpp.

2902{
2903 std::vector<std::string> saves;
2904 for( auto &worldsave : world_generator->active_world->world_saves ) {
2905 saves.push_back( worldsave.player_name() );
2906 }
2907 return saves;
2908}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7348 of file game.cpp.

7349{
7350 std::vector<map_item_stack> ground_items = item_list;
7351 int iInfoHeight = 0;
7352 int iMaxRows = 0;
7353 int width = 0;
7354 int max_name_width = 0;
7355
7356 //find max length of item name and resize window width
7357 for( const map_item_stack &cur_item : ground_items ) {
7358 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7359 if( item_len > max_name_width ) {
7360 max_name_width = item_len;
7361 }
7362 }
7363
7364 tripoint active_pos;
7365 map_item_stack *activeItem = nullptr;
7366
7367 catacurses::window w_items;
7368 catacurses::window w_items_border;
7369 catacurses::window w_item_info;
7370
7371 ui_adaptor ui;
7372 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7373 iInfoHeight = std::min( 25, TERMY / 2 );
7374 iMaxRows = TERMY - iInfoHeight - 2;
7375
7376 width = clamp( max_name_width, 45, TERMX / 3 );
7377
7378 const int offsetX = TERMX - width;
7379
7380 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7381 width - 2, point( offsetX + 1, 1 ) );
7382 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7383 width, point( offsetX, 0 ) );
7384 w_item_info = catacurses::newwin( iInfoHeight, width,
7385 point( offsetX, TERMY - iInfoHeight ) );
7386
7387 if( activeItem ) {
7388 centerlistview( active_pos, width );
7389 }
7390
7391 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7392 } );
7393 ui.mark_resize();
7394
7395 // use previously selected sorting method
7396 bool sort_radius = uistate.list_item_sort != 2;
7397 bool addcategory = !sort_radius;
7398
7399 // reload filter/priority settings on the first invocation, if they were active
7400 if( !uistate.list_item_init ) {
7403 }
7406 }
7409 }
7410 uistate.list_item_init = true;
7411 }
7412
7413 //this stores only those items that match our filter
7414 std::vector<map_item_stack> filtered_items =
7415 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7416 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7417 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7418 int iItemNum = ground_items.size();
7419
7420 const tripoint stored_view_offset = u.view_offset;
7421
7423
7424 int iActive = 0; // Item index that we're looking at
7425 bool refilter = true;
7426 int page_num = 0;
7427 int iCatSortNum = 0;
7428 int iScrollPos = 0;
7429 std::map<int, std::string> mSortCategory;
7430
7431 std::string action;
7432 input_context ctxt( "LIST_ITEMS" );
7433 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7434 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7435 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7436 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7437 ctxt.register_action( "PAGE_DOWN" );
7438 ctxt.register_action( "PAGE_UP" );
7439 ctxt.register_action( "NEXT_TAB" );
7440 ctxt.register_action( "PREV_TAB" );
7441 ctxt.register_action( "HELP_KEYBINDINGS" );
7442 ctxt.register_action( "QUIT" );
7443 ctxt.register_action( "FILTER" );
7444 ctxt.register_action( "RESET_FILTER" );
7445 ctxt.register_action( "EXAMINE" );
7446 ctxt.register_action( "COMPARE" );
7447 ctxt.register_action( "PRIORITY_INCREASE" );
7448 ctxt.register_action( "PRIORITY_DECREASE" );
7449 ctxt.register_action( "SORT" );
7450 ctxt.register_action( "TRAVEL_TO" );
7451
7453
7454 ui.on_redraw( [&]( const ui_adaptor & ) {
7455 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7456
7457 if( ground_items.empty() ) {
7458 wnoutrefresh( w_items_border );
7459 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7460 } else {
7461 int iStartPos = 0;
7462 werase( w_items );
7463 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7464 int iNum = 0;
7465 bool high = false;
7466 bool low = false;
7467 int index = 0;
7468 int iCatSortOffset = 0;
7469
7470 for( int i = 0; i < iStartPos; i++ ) {
7471 if( !mSortCategory[i].empty() ) {
7472 iNum++;
7473 }
7474 }
7475 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7476 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7477 high = true;
7478 low = false;
7479 } else if( index >= lowPStart + iCatSortOffset ) {
7480 high = false;
7481 low = true;
7482 } else {
7483 high = false;
7484 low = false;
7485 }
7486
7487 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7488 int iThisPage = 0;
7489 if( !mSortCategory[iNum].empty() ) {
7490 iCatSortOffset++;
7491 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7492 } else {
7493 if( iNum == iActive ) {
7494 iThisPage = page_num;
7495 }
7496 std::string sText;
7497 if( iter->vIG.size() > 1 ) {
7498 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7499 }
7500 sText += iter->example->tname();
7501 if( iter->vIG[iThisPage].count > 1 ) {
7502 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7503 }
7504
7505 nc_color col = c_light_green;
7506 if( iNum != iActive ) {
7507 if( high ) {
7508 col = c_yellow;
7509 } else if( low ) {
7510 col = c_red;
7511 } else {
7512 col = iter->example->color_in_inventory();
7513 }
7514 }
7515 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7516 const int numw = iItemNum > 9 ? 2 : 1;
7517 const int x = iter->vIG[iThisPage].pos.x;
7518 const int y = iter->vIG[iThisPage].pos.y;
7519 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7520 iNum == iActive ? c_light_green : c_light_gray,
7521 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7523 ++iter;
7524 }
7525 } else {
7526 ++iter;
7527 }
7528 iNum++;
7529 }
7530 iNum = 0;
7531 for( int i = 0; i < iActive; i++ ) {
7532 if( !mSortCategory[i].empty() ) {
7533 iNum++;
7534 }
7535 }
7536 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7537 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7538 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7539 werase( w_item_info );
7540
7541 if( iItemNum > 0 && activeItem ) {
7542 std::vector<iteminfo> vThisItem;
7543 std::vector<iteminfo> vDummy;
7544 activeItem->example->info( true, vThisItem );
7545
7546 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7547 dummy.without_getch = true;
7548 dummy.without_border = true;
7549
7550 draw_item_info( w_item_info, dummy );
7551 }
7552 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7553 wnoutrefresh( w_items_border );
7554 }
7555
7556 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7557 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7558
7559 if( iItemNum > 0 && activeItem ) {
7560 // print info window title: < item name >
7561 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7562 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7563 activeItem->example->display_name() );
7564 wprintw( w_item_info, " >" );
7565 }
7566
7567 wnoutrefresh( w_items );
7568 wnoutrefresh( w_item_info );
7569
7570 if( filter_type ) {
7571 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7572 }
7573 } );
7574
7575 cata::optional<tripoint> trail_start;
7576 cata::optional<tripoint> trail_end;
7577 bool trail_end_x = false;
7578 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7579 trail_end_x );
7580 add_draw_callback( trail_cb );
7581
7582 do {
7583 if( action == "COMPARE" && activeItem ) {
7584 game_menus::inv::compare( u, active_pos );
7585 } else if( action == "FILTER" ) {
7586 filter_type = item_filter_type::FILTER;
7587 ui.invalidate_ui();
7589 .title( _( "Filter:" ) )
7590 .width( 55 )
7591 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7592 .identifier( "item_filter" )
7593 .max_length( 256 )
7594 .edit( sFilter );
7595 refilter = true;
7596 addcategory = !sort_radius;
7598 filter_type = cata::nullopt;
7599 } else if( action == "RESET_FILTER" ) {
7600 sFilter.clear();
7601 filtered_items = ground_items;
7602 refilter = true;
7604 addcategory = !sort_radius;
7605 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7606 std::vector<iteminfo> vThisItem;
7607 std::vector<iteminfo> vDummy;
7608 activeItem->example->info( true, vThisItem );
7609
7610 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7611 vDummy );
7612 info_data.handle_scrolling = true;
7613
7615 return catacurses::newwin( TERMY, width - 5, point_zero );
7616 }, info_data );
7617 } else if( action == "PRIORITY_INCREASE" ) {
7618 filter_type = item_filter_type::HIGH_PRIORITY;
7619 ui.invalidate_ui();
7621 .title( _( "High Priority:" ) )
7622 .width( 55 )
7624 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7625 .identifier( "list_item_priority" )
7626 .max_length( 256 )
7627 .query_string();
7628 refilter = true;
7629 addcategory = !sort_radius;
7631 filter_type = cata::nullopt;
7632 } else if( action == "PRIORITY_DECREASE" ) {
7633 filter_type = item_filter_type::LOW_PRIORITY;
7634 ui.invalidate_ui();
7636 .title( _( "Low Priority:" ) )
7637 .width( 55 )
7639 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7640 .identifier( "list_item_downvote" )
7641 .max_length( 256 )
7642 .query_string();
7643 refilter = true;
7644 addcategory = !sort_radius;
7646 filter_type = cata::nullopt;
7647 } else if( action == "SORT" ) {
7648 if( sort_radius ) {
7649 sort_radius = false;
7650 addcategory = true;
7651 uistate.list_item_sort = 2; // list is sorted by category
7652 } else {
7653 sort_radius = true;
7654 uistate.list_item_sort = 1; // list is sorted by distance
7655 }
7656 highPEnd = -1;
7657 lowPStart = -1;
7658 iCatSortNum = 0;
7659
7660 mSortCategory.clear();
7661 refilter = true;
7662 } else if( action == "TRAVEL_TO" && activeItem ) {
7663 if( !u.sees( u.pos() + active_pos ) ) {
7664 add_msg( _( "You can't see that destination." ) );
7665 }
7666 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7667 u.get_path_avoid() );
7668 if( route.size() > 1 ) {
7669 route.pop_back();
7670 u.set_destination( route );
7671 break;
7672 } else {
7673 add_msg( m_info, _( "You can't travel there." ) );
7674 }
7675 }
7676 if( uistate.list_item_sort == 1 ) {
7677 ground_items = item_list;
7678 } else if( uistate.list_item_sort == 2 ) {
7679 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7680 }
7681
7682 if( refilter ) {
7683 refilter = false;
7684 filtered_items = filter_item_stacks( ground_items, sFilter );
7685 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7686 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7687 iActive = 0;
7688 page_num = 0;
7689 iItemNum = filtered_items.size();
7690 }
7691
7692 if( addcategory ) {
7693 addcategory = false;
7694 iCatSortNum = 0;
7695 mSortCategory.clear();
7696 if( highPEnd > 0 ) {
7697 mSortCategory[0] = _( "HIGH PRIORITY" );
7698 iCatSortNum++;
7699 }
7700 std::string last_cat_name;
7701 for( int i = std::max( 0, highPEnd );
7702 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7703 const std::string &cat_name = filtered_items[i].example->get_category().name();
7704 if( cat_name != last_cat_name ) {
7705 mSortCategory[i + iCatSortNum++] = cat_name;
7706 last_cat_name = cat_name;
7707 }
7708 }
7709 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7710 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7711 }
7712 if( !mSortCategory[0].empty() ) {
7713 iActive++;
7714 }
7715 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7716 }
7717
7718 if( action == "UP" ) {
7719 do {
7720 iActive--;
7721
7722 } while( !mSortCategory[iActive].empty() );
7723 iScrollPos = 0;
7724 page_num = 0;
7725 if( iActive < 0 ) {
7726 iActive = iItemNum - 1;
7727 }
7728 } else if( action == "DOWN" ) {
7729 do {
7730 iActive++;
7731
7732 } while( !mSortCategory[iActive].empty() );
7733 iScrollPos = 0;
7734 page_num = 0;
7735 if( iActive >= iItemNum ) {
7736 iActive = mSortCategory[0].empty() ? 0 : 1;
7737 }
7738 } else if( action == "RIGHT" ) {
7739 if( !filtered_items.empty() && activeItem ) {
7740 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7741 page_num = activeItem->vIG.size() - 1;
7742 }
7743 }
7744 } else if( action == "LEFT" ) {
7745 page_num = std::max( 0, page_num - 1 );
7746 } else if( action == "PAGE_UP" ) {
7747 iScrollPos--;
7748 } else if( action == "PAGE_DOWN" ) {
7749 iScrollPos++;
7750 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7751 u.view_offset = stored_view_offset;
7753 }
7754
7755 active_pos = tripoint_zero;
7756 activeItem = nullptr;
7757
7758 if( mSortCategory[iActive].empty() ) {
7759 auto iter = filtered_items.begin();
7760 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7761 if( mSortCategory[iNum].empty() ) {
7762 ++iter;
7763 }
7764 }
7765 if( iter != filtered_items.end() ) {
7766 active_pos = iter->vIG[page_num].pos;
7767 activeItem = &( *iter );
7768 }
7769 }
7770
7771 if( activeItem ) {
7772 centerlistview( active_pos, width );
7773 trail_start = u.pos();
7774 trail_end = u.pos() + active_pos;
7775 // Actually accessed from the terrain overlay callback `trail_cb` in the
7776 // call to `ui_manager::redraw`.
7777 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7778 trail_end_x = true;
7779 } else {
7780 u.view_offset = stored_view_offset;
7781 trail_start = trail_end = cata::nullopt;
7782 }
7784
7786
7787 action = ctxt.handle_input();
7788 } while( action != "QUIT" );
7789
7790 u.view_offset = stored_view_offset;
7791 return game::vmenu_ret::QUIT;
7792}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1052
std::string list_item_downvote
Definition: game.h:1053
std::string sFilter
Definition: game.h:1051
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7235
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1103
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4018
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9675
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4441
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3214
uistatedata uistate
Definition: game.cpp:274
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7080
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7303 of file game.cpp.

7304{
7305 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7306 // whole reality bubble
7307 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7308
7309 if( mons.empty() && items.empty() ) {
7310 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7311 return;
7312 }
7313
7314 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7315 const auto att_lhs = lhs->attitude_to( u );
7316 const auto att_rhs = rhs->attitude_to( u );
7317
7318 return att_lhs < att_rhs || ( att_lhs == att_rhs
7319 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7320 } );
7321
7322 // If the current list is empty, switch to the non-empty list
7324 if( items.empty() ) {
7325 uistate.vmenu_show_items = false;
7326 }
7327 } else if( mons.empty() ) {
7329 }
7330
7333 while( true ) {
7334 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7337 } else {
7338 break;
7339 }
7340 }
7341
7342 if( ret == game::vmenu_ret::FIRE ) {
7344 }
7346}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7794
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7348
vmenu_ret
Definition: game.h:790
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:7003
void temp_exit_fullscreen()
Definition: game.cpp:545
void reenter_fullscreen()
Definition: game.cpp:555
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:844
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:206
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:185
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:175
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:170
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:180
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:135
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7794 of file game.cpp.

7795{
7796 const int iInfoHeight = 15;
7797 const int width = 45;
7798 int offsetX = 0;
7799 int iMaxRows = 0;
7800
7801 catacurses::window w_monsters;
7802 catacurses::window w_monsters_border;
7803 catacurses::window w_monster_info;
7804 catacurses::window w_monster_info_border;
7805
7806 Creature *cCurMon = nullptr;
7807 tripoint iActivePos;
7808
7809 bool hide_ui = false;
7810
7811 ui_adaptor ui;
7812 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7813 if( hide_ui ) {
7814 ui.position( point_zero, point_zero );
7815 } else {
7816 offsetX = TERMX - width;
7817 iMaxRows = TERMY - iInfoHeight - 1;
7818
7819 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7820 1 ) );
7821 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7822 0 ) );
7823 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7824 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7825 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7826 TERMY - iInfoHeight ) );
7827
7828 if( cCurMon ) {
7829 centerlistview( iActivePos, width );
7830 }
7831
7832 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7833 }
7834 } );
7835 ui.mark_resize();
7836
7837 const int max_gun_range = u.weapon.gun_range( &u );
7838
7839 const tripoint stored_view_offset = u.view_offset;
7841
7842 int iActive = 0; // monster index that we're looking at
7843
7844 std::string action;
7845 input_context ctxt( "LIST_MONSTERS" );
7846 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7847 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7848 ctxt.register_action( "NEXT_TAB" );
7849 ctxt.register_action( "PREV_TAB" );
7850 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7851 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7852 ctxt.register_action( "QUIT" );
7853 if( bVMonsterLookFire ) {
7854 ctxt.register_action( "look" );
7855 ctxt.register_action( "fire" );
7856 }
7857 ctxt.register_action( "HELP_KEYBINDINGS" );
7858
7859 // first integer is the row the attitude category string is printed in the menu
7860 std::map<int, Creature::Attitude> mSortCategory;
7861
7862 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7863 const auto attitude = monster_list[i]->attitude_to( u );
7864 if( attitude != last_attitude ) {
7865 mSortCategory[i + mSortCategory.size()] = attitude;
7866 last_attitude = attitude;
7867 }
7868 }
7869
7870 ui.on_redraw( [&]( const ui_adaptor & ) {
7871 if( !hide_ui ) {
7872 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7873 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7874 true );
7875
7876 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7877 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7878
7879 if( monster_list.empty() ) {
7880 werase( w_monsters );
7881 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7882 _( "You don't see any monsters around you!" ) );
7883 } else {
7884 werase( w_monsters );
7885
7886 const int iNumMonster = monster_list.size();
7887 const int iMenuSize = monster_list.size() + mSortCategory.size();
7888
7889 const int numw = iNumMonster > 999 ? 4 :
7890 iNumMonster > 99 ? 3 :
7891 iNumMonster > 9 ? 2 : 1;
7892
7893 // given the currently selected monster iActive. get the selected row
7894 int iSelPos = iActive;
7895 for( auto &ia : mSortCategory ) {
7896 int index = ia.first;
7897 if( index <= iSelPos ) {
7898 ++iSelPos;
7899 } else {
7900 break;
7901 }
7902 }
7903 int iStartPos = 0;
7904 // use selected row get the start row
7905 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7906
7907 // get first visible monster and category
7908 int iCurMon = iStartPos;
7909 auto CatSortIter = mSortCategory.cbegin();
7910 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7911 ++CatSortIter;
7912 --iCurMon;
7913 }
7914
7915 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7916 for( int y = 0; y < endY; ++y ) {
7917 if( CatSortIter != mSortCategory.cend() ) {
7918 const int iCurPos = iStartPos + y;
7919 const int iCatPos = CatSortIter->first;
7920 if( iCurPos == iCatPos ) {
7921 const std::string cat_name = Creature::get_attitude_ui_data(
7922 CatSortIter->second ).first.translated();
7923 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7924 ++CatSortIter;
7925 continue;
7926 }
7927 }
7928 // select current monster
7929 const auto critter = monster_list[iCurMon];
7930 const bool selected = iCurMon == iActive;
7931 ++iCurMon;
7932 if( critter->sees( g->u ) ) {
7933 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7934 }
7935 bool is_npc = false;
7936 const monster *m = dynamic_cast<monster *>( critter );
7937 const npc *p = dynamic_cast<npc *>( critter );
7938 nc_color name_color = critter->basic_symbol_color();
7939
7940 if( selected ) {
7941 name_color = hilite( name_color );
7942 }
7943
7944 if( m != nullptr ) {
7945 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7946 } else {
7947 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7948 is_npc = true;
7949 }
7950
7951 if( selected && !get_safemode().empty() ) {
7952 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7953
7954 std::string sSafemode;
7955 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7956 sSafemode = _( "<R>emove from safemode Blacklist" );
7957 } else {
7958 sSafemode = _( "<A>dd to safemode Blacklist" );
7959 }
7960
7961 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7962 c_white, c_light_green, sSafemode );
7963 }
7964
7966 std::string sText;
7967
7968 if( m != nullptr ) {
7969 m->get_HP_Bar( color, sText );
7970 } else {
7971 std::tie( sText, color ) =
7972 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7973 }
7974 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7975
7976 if( m != nullptr ) {
7977 const auto att = m->get_attitude();
7978 sText = att.first;
7979 color = att.second;
7980 } else if( p != nullptr ) {
7981 sText = npc_attitude_name( p->get_attitude() );
7982 color = p->symbol_color();
7983 }
7984 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7985
7986 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7987 const int numd = mon_dist > 999 ? 4 :
7988 mon_dist > 99 ? 3 :
7989 mon_dist > 9 ? 2 : 1;
7990
7991 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7992 selected ? c_light_green : c_light_gray,
7993 "%*d %s",
7994 numd, mon_dist,
7995 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7996 }
7997
7998 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7999 iActive + 1 );
8000 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
8001
8002 werase( w_monster_info );
8003 if( cCurMon ) {
8004 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8005 }
8006
8007 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8008 true );
8009
8010 if( bVMonsterLookFire ) {
8011 mvwprintw( w_monster_info_border, point_east, "< " );
8012 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8013 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8014
8015 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8016 wprintw( w_monster_info_border, " " );
8017 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8018 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8019 }
8020 wprintw( w_monster_info_border, " >" );
8021 }
8022
8023 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8024 point_south );
8025 }
8026
8027 wnoutrefresh( w_monsters_border );
8028 wnoutrefresh( w_monster_info_border );
8029 wnoutrefresh( w_monsters );
8030 wnoutrefresh( w_monster_info );
8031 }
8032 } );
8033
8034 cata::optional<tripoint> trail_start;
8035 cata::optional<tripoint> trail_end;
8036 bool trail_end_x = false;
8037 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8038 trail_end_x );
8039 add_draw_callback( trail_cb );
8040
8041 do {
8042 if( action == "UP" ) {
8043 iActive--;
8044 if( iActive < 0 ) {
8045 if( monster_list.empty() ) {
8046 iActive = 0;
8047 } else {
8048 iActive = static_cast<int>( monster_list.size() ) - 1;
8049 }
8050 }
8051 } else if( action == "DOWN" ) {
8052 iActive++;
8053 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8054 iActive = 0;
8055 }
8056 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8057 u.view_offset = stored_view_offset;
8059 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8060 const auto m = dynamic_cast<monster *>( cCurMon );
8061 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8062
8063 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8065 }
8066 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8067 if( !get_safemode().empty() ) {
8068 const auto m = dynamic_cast<monster *>( cCurMon );
8069 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8070
8071 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8073 }
8074 } else if( action == "look" ) {
8075 hide_ui = true;
8076 ui.mark_resize();
8077 look_around();
8078 hide_ui = false;
8079 ui.mark_resize();
8080 } else if( action == "fire" ) {
8081 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8082 u.last_target = shared_from( *cCurMon );
8084 u.view_offset = stored_view_offset;
8085 return game::vmenu_ret::FIRE;
8086 }
8087 }
8088
8089 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8090 cCurMon = monster_list[iActive];
8091 iActivePos = cCurMon->pos() - u.pos();
8092 centerlistview( iActivePos, width );
8093 trail_start = u.pos();
8094 trail_end = cCurMon->pos();
8095 // Actually accessed from the terrain overlay callback `trail_cb` in the
8096 // call to `ui_manager::redraw`.
8097 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8098 trail_end_x = false;
8099 } else {
8100 cCurMon = nullptr;
8101 iActivePos = tripoint_zero;
8102 u.view_offset = stored_view_offset;
8103 trail_start = trail_end = cata::nullopt;
8104 }
8106
8108
8109 action = ctxt.handle_input();
8110 } while( action != "QUIT" );
8111
8112 u.view_offset = stored_view_offset;
8113
8114 return game::vmenu_ret::QUIT;
8115}
double recoil
Definition: character.h:561
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6109
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1860
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4697
bool bVMonsterLookFire
Definition: game.h:1056
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7198
npc_attitude get_attitude() const
Definition: npc.cpp:3139
weak_ptr_fast< Creature > last_target
Definition: player.h:595
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2545
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2622 of file game.cpp.

2623{
2626 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2629
2630 using namespace std::placeholders;
2631
2632 const std::string worldpath = get_world_base_save_path() + "/";
2633 const std::string playerpath = worldpath + name.base_path();
2634
2635 // Now load up the master game data; factions (and more?)
2636 load_master();
2637 u = avatar();
2638 u.name = name.player_name();
2639 // This should be initialized more globally (in player/Character constructor)
2641 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2642 return false;
2643 }
2644
2646
2648
2649 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2650 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2651
2652#if defined(__ANDROID__)
2653 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2654 std::bind( &game::load_shortcuts, this, _1 ) );
2655#endif
2656
2657 // Now that the player's worn items are updated, their sight limits need to be
2658 // recalculated. (This would be cleaner if u.worn were private.)
2660
2661 if( !gamemode ) {
2662 gamemode = std::make_unique<special_game>();
2663 }
2664
2665 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2666 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2667
2668 init_autosave();
2669 get_auto_pickup().load_character(); // Load character auto pickup rules
2670 get_auto_notes_settings().load(); // Load character auto notes settings
2671 get_safemode().load_character(); // Load character safemode rules
2672 zone_manager::get_manager().load_zones(); // Load character world zones
2673 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2674 JsonIn jsin( stream );
2675 uistate.deserialize( jsin );
2676 } );
2677 reload_npcs();
2682 update_map( u );
2683 for( auto &e : u.inv_dump() ) {
2684 e->set_owner( g->u );
2685 }
2686 // legacy, needs to be here as we access the map.
2687 if( !u.getID().is_valid() ) {
2688 // player does not have a real id, so assign a new one,
2689 u.setID( assign_npc_id() );
2690 // The vehicle stores the IDs of the boarded players, so update it, too.
2691 if( u.in_vehicle ) {
2693 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2694 vp->part().passenger_id = u.getID();
2695 }
2696 }
2697 }
2698
2699 // populate calendar caches now, after active world is set, but before we do
2700 // anything else, to ensure they pick up the correct value from the save's
2701 // worldoptions
2702 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2703 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2704
2705 u.reset();
2706
2707 return true;
2708}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:466
std::vector< item * > inv_dump()
Definition: character.cpp:8959
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
Definition: json.h:177
Definition: avatar.h:54
void load_map_memory()
Definition: avatar.cpp:134
bool is_valid() const
Definition: character_id.h:19
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1987
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:967
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2045
void load_master()
Definition: game.cpp:2591
void validate_mounted_npcs()
Definition: game.cpp:2002
character_id assign_npc_id()
Definition: game.cpp:3708
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11331
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2021
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:276
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2598 of file game.cpp.

2599{
2600 world_generator->init();
2601 const WORLDPTR wptr = world_generator->get_world( world );
2602 if( !wptr ) {
2603 return false;
2604 }
2605 if( wptr->world_saves.empty() ) {
2606 debugmsg( "world '%s' contains no saves", world );
2607 return false;
2608 }
2609
2610 try {
2611 world_generator->set_active_world( wptr );
2612 g->setup();
2613 g->load( wptr->world_saves.front() );
2614 } catch( const std::exception &err ) {
2615 debugmsg( "cannot load world '%s': %s", world, err.what() );
2616 return false;
2617 }
2618
2619 return true;
2620}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 440 of file game.cpp.

441{
442 // core data can be loaded only once and must be first
443 // anyway.
445
447}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:524
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 449 of file game.cpp.

450{
452}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:454

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Definition at line 641 of file game.cpp.

642{
643 // TODO: fix point types
644 load_map( tripoint_abs_sm( pos_sm ) );
645}
void load_map(const tripoint &pos_sm)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:641
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm)

Definition at line 647 of file game.cpp.

648{
649 m.load( pos_sm, true );
650 grid_tracker_ptr->load( m );
651}
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6601

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2591 of file game.cpp.

2592{
2593 using namespace std::placeholders;
2594 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2595 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2596}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1188
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 905 of file game.cpp.

906{
907 const int radius = HALF_MAPSIZE - 1;
908 // uses submap coordinates
909 std::vector<shared_ptr_fast<npc>> just_added;
910 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
911 const character_id &id = temp->getID();
912 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
913 [id]( const shared_ptr_fast<npc> &n ) {
914 return n->getID() == id;
915 } );
916 if( found != active_npc.end() ) {
917 continue;
918 }
919 if( temp->is_active() ) {
920 continue;
921 }
922 if( temp->has_companion_mission() ) {
923 continue;
924 }
925
926 const tripoint sm_loc = temp->global_sm_location();
927 // NPCs who are out of bounds before placement would be pushed into bounds
928 // This can cause NPCs to teleport around, so we don't want that
929 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
930 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
931 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
932 continue;
933 }
934
935 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
936 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
937 temp->place_on_map();
938 if( !m.inbounds( temp->pos() ) ) {
939 continue;
940 }
941 // In the rare case the npc was marked for death while
942 // it was on the overmap. Kill it.
943 if( temp->marked_for_death ) {
944 temp->die( nullptr );
945 } else {
946 active_npc.push_back( temp );
947 just_added.push_back( temp );
948 }
949 }
950
951 for( const auto &npc : just_added ) {
952 npc->on_load();
953 }
954
955 npcs_dirty = false;
956}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2658
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2746 of file game.cpp.

2747{
2748 ui.new_context( msg );
2749 std::vector<mod_id> missing;
2750 std::vector<mod_id> available;
2751
2752 for( const mod_id &e : packs ) {
2753 if( e.is_valid() ) {
2754 available.emplace_back( e );
2755 ui.add_entry( e->name() );
2756 } else {
2757 missing.push_back( e );
2758 }
2759 }
2760
2761 ui.show();
2762 for( const auto &e : available ) {
2763 const MOD_INFORMATION &mod = *e;
2764 load_data_from_dir( mod.path, mod.ident.str(), ui );
2765 ui.proceed();
2766 }
2767
2768 for( const auto &e : missing ) {
2769 debugmsg( "unknown content %s", e.c_str() );
2770 }
2771
2772 return missing.empty();
2773}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 326 of file game.cpp.

327{
328 // UI stuff, not mod-specific per definition
329 inp_mngr.init(); // Load input config JSON
330 // Init mappings for loading the json stuff
332 fullscreen = false;
333 was_fullscreen = false;
334 show_panel_adm = false;
336
337 // These functions do not load stuff from json.
338 // The content they load/initialize is hardcoded into the program.
339 // Therefore they can be loaded here.
340 // If this changes (if they load data from json), they have to
341 // be moved to game::load_mod or game::load_core_data
342
345}
bool was_fullscreen
Definition: game.h:1038
bool fullscreen
Definition: game.h:1037
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2310
void load_global()

References fullscreen, get_auto_pickup(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2710 of file game.cpp.

2711{
2712 auto &mods = world_generator->active_world->active_mod_order;
2713
2714 // remove any duplicates whilst preserving order (fixes #19385)
2715 std::set<mod_id> found;
2716 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2717 if( found.count( e ) ) {
2718 return true;
2719 } else {
2720 found.insert( e );
2721 return false;
2722 }
2723 } ), mods.end() );
2724
2725 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2726 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2727 return e->core;
2728} ) ) {
2729 mods.insert( mods.begin(), mod_id( "dda" ) );
2730 }
2731
2733 // this code does not care about mod dependencies,
2734 // it assumes that those dependencies are static and
2735 // are resolved during the creation of the world.
2736 // That means world->active_mod_order contains a list
2737 // of mods in the correct order.
2738 load_packs( _( "Loading files" ), mods, ui );
2739
2740 // Load additional mods from that world-specific folder
2741 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2742
2744}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( )

Definition at line 6653 of file game.cpp.

6654{
6656 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6657 false );
6658 return result.position;
6659}

References center, look_around(), Character::pos(), u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6661 of file game.cpp.

6664{
6665 bVMonsterLookFire = false;
6666 // TODO: Make this `true`
6667 const bool allow_zlev_move = m.has_zlevels() && get_option<bool>( "FOV_3D" );
6668
6670
6671 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6672 int &lx = lp.x;
6673 int &ly = lp.y;
6674 int &lz = lp.z;
6675
6676 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6677 bool fast_scroll = false;
6678
6679 std::unique_ptr<ui_adaptor> ui;
6680 catacurses::window w_info;
6681 if( show_window ) {
6682 ui = std::make_unique<ui_adaptor>();
6683 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6684 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6686
6687 // If particularly small, base height on panel width irrespective of other elements.
6688 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6689 if( height < panel_width / 2 ) {
6690 height = panel_width / 2;
6691 }
6692
6693 int la_y = 0;
6694 int la_x = TERMX - panel_width;
6695 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6696 if( position == "left" ) {
6697 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6699 } else {
6700 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6701 }
6702 }
6703 int la_h = height;
6704 int la_w = panel_width;
6705 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6706
6707 ui.position_from_window( w_info );
6708 } );
6709 ui->mark_resize();
6710 }
6711
6712 std::string action;
6713 input_context ctxt( "LOOK" );
6714 ctxt.set_iso( true );
6715 ctxt.register_directions();
6716 ctxt.register_action( "COORDINATE" );
6717 ctxt.register_action( "LEVEL_UP" );
6718 ctxt.register_action( "LEVEL_DOWN" );
6719 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6720 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6721 ctxt.register_action( "SELECT" );
6722 if( peeking ) {
6723 ctxt.register_action( "throw_blind" );
6724 }
6725 if( !select_zone ) {
6726 ctxt.register_action( "TRAVEL_TO" );
6727 ctxt.register_action( "LIST_ITEMS" );
6728 }
6729 ctxt.register_action( "MOUSE_MOVE" );
6730 ctxt.register_action( "CENTER" );
6731
6732 ctxt.register_action( "debug_scent" );
6733 ctxt.register_action( "debug_scent_type" );
6734 ctxt.register_action( "debug_temp" );
6735 ctxt.register_action( "debug_visibility" );
6736 ctxt.register_action( "debug_lighting" );
6737 ctxt.register_action( "debug_radiation" );
6738 ctxt.register_action( "debug_submap_grid" );
6739 ctxt.register_action( "debug_hour_timer" );
6740 ctxt.register_action( "CONFIRM" );
6741 ctxt.register_action( "QUIT" );
6742 ctxt.register_action( "HELP_KEYBINDINGS" );
6743 if( use_tiles ) {
6744 ctxt.register_action( "zoom_out" );
6745 ctxt.register_action( "zoom_in" );
6746 }
6747#if defined(TILES)
6748 ctxt.register_action( "toggle_pixel_minimap" );
6749#endif // TILES
6750
6751 const int old_levz = get_levz();
6752 const int min_levz = std::max( old_levz - fov_3d_z_range, -OVERMAP_DEPTH );
6753 const int max_levz = std::min( old_levz + fov_3d_z_range, OVERMAP_HEIGHT );
6754
6755 m.update_visibility_cache( old_levz );
6757
6758 bool blink = true;
6760
6761 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6762
6763 if( show_window && ui ) {
6764 ui->on_redraw( [&]( const ui_adaptor & ) {
6765 werase( w_info );
6766 draw_border( w_info );
6767
6768 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6769
6770 std::string extended_descr_text = string_format( _( "%s - %s" ),
6771 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6772 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6773 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6774 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6775 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6776#if defined(TILES)
6777 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6778 ctxt.get_desc( "toggle_pixel_minimap" ),
6779 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6780#endif // TILES
6781
6782 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6783 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6784 fast_scroll_text );
6785#if defined(TILES)
6786 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6787 pixel_minimap_text );
6788#endif // TILES
6789
6790 int first_line = 1;
6791 const int last_line = getmaxy( w_info ) - 3;
6792 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6793
6794 wnoutrefresh( w_info );
6795 } );
6796 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6797 draw_look_around_cursor( lp, cache );
6798 } );
6799 add_draw_callback( ter_indicator_cb );
6800 }
6801
6802 cata::optional<tripoint> zone_start;
6803 cata::optional<tripoint> zone_end;
6804 bool zone_blink = false;
6805 bool zone_cursor = true;
6806 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6807 zone_cursor, is_moving_zone );
6808 add_draw_callback( zone_cb );
6809
6810 is_looking = true;
6811 const tripoint prev_offset = u.view_offset;
6812#if defined(TILES)
6813 const int prev_tileset_zoom = tileset_zoom;
6814 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6815 get_zoom() != 4 ) {
6816 zoom_out();
6817 }
6819#endif
6820 do {
6821 u.view_offset = center - u.pos();
6822 if( select_zone ) {
6823 if( has_first_point ) {
6824 zone_start = start_point;
6825 zone_end = lp;
6826 } else {
6827 zone_start = lp;
6828 zone_end = cata::nullopt;
6829 }
6830 // Actually accessed from the terrain overlay callback `zone_cb` in the
6831 // call to `ui_manager::redraw`.
6832 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6833 zone_blink = blink;
6834 }
6835
6836 if( is_moving_zone ) {
6837 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6838 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6839 // Actually accessed from the terrain overlay callback `zone_cb` in the
6840 // call to `ui_manager::redraw`.
6841 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6842 zone_blink = blink;
6843 }
6846 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6847 ctxt.set_timeout( BLINK_SPEED );
6848 }
6849
6850 //Wait for input
6851 // only specify a timeout here if "EDGE_SCROLL" is enabled
6852 // otherwise use the previously set timeout
6853 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6854 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6855 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6856 if( edge_scrolling ) {
6857 action = ctxt.handle_input( scroll_timeout );
6858 } else {
6859 action = ctxt.handle_input();
6860 }
6861 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6862 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6863 blink = true; // Always draw blink symbols when moving cursor
6864 } else if( action == "TIMEOUT" ) {
6865 blink = !blink;
6866 }
6867 if( action == "LIST_ITEMS" ) {
6869 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6870 fast_scroll = !fast_scroll;
6871 } else if( action == "toggle_pixel_minimap" ) {
6873
6874 if( show_window && ui ) {
6875 ui->mark_resize();
6876 }
6877 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6878 if( !allow_zlev_move ) {
6879 continue;
6880 }
6881
6882 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6883 lz = clamp( lz + dz, min_levz, max_levz );
6884 center.z = clamp( center.z + dz, min_levz, max_levz );
6885
6886 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6887 u.view_offset.z = center.z - u.posz();
6889 } else if( action == "TRAVEL_TO" ) {
6890 if( !u.sees( lp ) ) {
6891 add_msg( _( "You can't see that destination." ) );
6892 continue;
6893 }
6894
6895 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6896 if( route.size() > 1 ) {
6897 route.pop_back();
6898 u.set_destination( route );
6899 } else {
6900 add_msg( m_info, _( "You can't travel there." ) );
6901 continue;
6902 }
6903 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6905 display_scent();
6906 }
6907 } else if( action == "debug_temp" ) {
6910 }
6911 } else if( action == "debug_lighting" ) {
6914 }
6915 } else if( action == "debug_transparency" ) {
6918 }
6919 } else if( action == "debug_radiation" ) {
6922 }
6923 } else if( action == "debug_submap_grid" ) {
6924 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6925 } else if( action == "debug_hour_timer" ) {
6927 } else if( action == "EXTENDED_DESCRIPTION" ) {
6929 } else if( action == "CENTER" ) {
6930 center = u.pos();
6931 lp = u.pos();
6932 u.view_offset.z = 0;
6933 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6934 // This block is structured this way so that edge scroll can work
6935 // whether the mouse is moving at the edge or simply stationary
6936 // at the edge. But even if edge scroll isn't in play, there's
6937 // other things for us to do here.
6938
6939 if( edge_scrolling ) {
6940 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6941 } else if( action == "MOUSE_MOVE" ) {
6942 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6943 if( mouse_pos ) {
6944 lx = mouse_pos->x;
6945 ly = mouse_pos->y;
6946 }
6947 }
6948 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6949 if( fast_scroll ) {
6950 vec->x *= soffset;
6951 vec->y *= soffset;
6952 }
6953
6954 lx = lx + vec->x;
6955 ly = ly + vec->y;
6956 center.x = center.x + vec->x;
6957 center.y = center.y + vec->y;
6958 } else if( action == "throw_blind" ) {
6959 result.peek_action = PA_BLIND_THROW;
6960 } else if( action == "zoom_in" ) {
6961 center.x = lp.x;
6962 center.y = lp.y;
6963 zoom_in();
6965 } else if( action == "zoom_out" ) {
6966 center.x = lp.x;
6967 center.y = lp.y;
6968 zoom_out();
6970 }
6971 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6972 action != "throw_blind" );
6973
6974 if( m.has_zlevels() && center.z != old_levz ) {
6975 m.invalidate_map_cache( old_levz );
6976 m.build_map_cache( old_levz );
6977 u.view_offset.z = 0;
6978 }
6979
6980 ctxt.reset_timeout();
6981 u.view_offset = prev_offset;
6982 zone_cb = nullptr;
6983 is_looking = false;
6984
6986 bVMonsterLookFire = true;
6987
6988 if( action == "CONFIRM" || action == "SELECT" ) {
6989 result.position = is_moving_zone ? zone_start : lp;
6990 }
6991
6992#if defined(TILES)
6993 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6994 // Reset the tileset zoom to the previous value
6995 set_zoom( prev_tileset_zoom );
6997 }
6998#endif
6999
7000 return result;
7001}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2172
void set_zoom(int level)
Definition: game.cpp:7158
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5766
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6640
int get_zoom() const
Definition: game.cpp:7170
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5637
void invalidate_map_cache(const int zlev)
Definition: map.h:475
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2278
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3167
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5759 of file game.cpp.

5760{
5761 editmap edit;
5762 return edit.edit();
5763}
cata::optional< tripoint > edit()
Definition: editmap.cpp:339

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3124 of file game.cpp.

3125{
3127 if( ui ) {
3128 ui->mark_resize();
3129 }
3130}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2866 of file game.cpp.

2867{
2868 return *memorial_logger_ptr;
2869}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3815 of file game.cpp.

3816{
3817 const monster_visible_info &mon_visible = u.get_mon_visible();
3818 const auto &unique_types = mon_visible.unique_types;
3819 const auto &unique_mons = mon_visible.unique_mons;
3820 const auto &dangerous = mon_visible.dangerous;
3821
3822 const int width = getmaxx( w ) - 2 * hor_padding;
3823 const int maxheight = getmaxy( w );
3824
3825 const int startrow = 0;
3826
3827 // Print the direction headings
3828 // Reminder:
3829 // 7 0 1 unique_types uses these indices;
3830 // 6 8 2 0-7 are provide by direction_from()
3831 // 5 4 3 8 is used for local monsters (for when we explain them below)
3832
3833 const std::array<std::string, 8> dir_labels = {{
3834 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3835 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3836 }
3837 };
3838 std::array<int, 8> widths;
3839 for( int i = 0; i < 8; i++ ) {
3840 widths[i] = utf8_width( dir_labels[i] );
3841 }
3842 std::array<int, 8> xcoords;
3843 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3844 xcoords[0] = xcoords[4] = width / 3;
3845 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3846 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3847 //for the alignment of the 1,2,3 rows on the right edge
3848 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3849 for( int i = 0; i < 8; i++ ) {
3850 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3851 : ( dangerous[i] ? c_light_red : c_light_gray );
3852 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3853 }
3854
3855 // Print the symbols of all monsters in all directions.
3856 for( int i = 0; i < 8; i++ ) {
3857 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3858
3859 // The list of symbols needs a space on each end.
3860 int symroom = ( width / 3 ) - widths[i] - 2;
3861 const int typeshere_npc = unique_types[i].size();
3862 const int typeshere_mon = unique_mons[i].size();
3863 const int typeshere = typeshere_mon + typeshere_npc;
3864 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3865 nc_color c;
3866 std::string sym;
3867 if( symroom < typeshere && j == symroom - 1 ) {
3868 // We've run out of room!
3869 c = c_white;
3870 sym = "+";
3871 } else if( j < typeshere_npc ) {
3872 switch( unique_types[i][j]->get_attitude() ) {
3873 case NPCATT_KILL:
3874 c = c_red;
3875 break;
3876 case NPCATT_FOLLOW:
3877 c = c_light_green;
3878 break;
3879 default:
3880 c = c_pink;
3881 break;
3882 }
3883 sym = "@";
3884 } else {
3885 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3886 c = mt.color;
3887 sym = mt.sym;
3888 }
3889 mvwprintz( w, pr, c, sym );
3890
3891 pr.x++;
3892 }
3893 }
3894
3895 // Now we print their full names!
3896 struct nearest_loc_and_cnt {
3897 int nearest_loc;
3898 int cnt;
3899 };
3900 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3901 for( int loc = 0; loc < 9; loc++ ) {
3902 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3903 const auto mon_it = all_mons.find( mon.first );
3904 if( mon_it == all_mons.end() ) {
3905 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3906 } else {
3907 // 8 being the nearest location (local monsters)
3908 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3909 mon_it->second.cnt += mon.second;
3910 }
3911 }
3912 }
3913 std::vector<std::pair<const mtype *, int>> mons_at[9];
3914 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3915 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3916 }
3917
3918 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3919 // is blank.
3920 point pr( hor_padding, 4 + startrow );
3921
3922 // Print monster names, starting with those at location 8 (nearby).
3923 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3924 // Separate names by some number of spaces (more for local monsters).
3925 int namesep = ( j == 8 ? 2 : 1 );
3926 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3927 const mtype *const type = mon.first;
3928 const int count = mon.second;
3929 if( pr.y >= maxheight ) {
3930 // no space to print to anyway
3931 break;
3932 }
3933
3934 const mtype &mt = *type;
3935 std::string name = mt.nname( count );
3936 // Some languages don't have plural forms, but we want to always
3937 // omit 1.
3938 if( count != 1 ) {
3939 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3940 count, name );
3941 }
3942
3943 // Move to the next row if necessary. (The +2 is for the "Z ").
3944 if( pr.x + 2 + utf8_width( name ) >= width ) {
3945 pr.y++;
3946 pr.x = hor_padding;
3947 }
3948
3949 if( pr.y < maxheight ) { // Don't print if we've overflowed
3950 mvwprintz( w, pr, mt.color, mt.sym );
3951 pr.x += 2; // symbol and space
3952 nc_color danger = c_dark_gray;
3953 if( mt.difficulty >= 30 ) {
3954 danger = c_red;
3955 } else if( mt.difficulty >= 16 ) {
3956 danger = c_light_red;
3957 } else if( mt.difficulty >= 8 ) {
3958 danger = c_white;
3959 } else if( mt.agro > 0 ) {
3960 danger = c_light_gray;
3961 }
3962 mvwprintz( w, pr, danger, name );
3963 pr.x += utf8_width( name ) + namesep;
3964 }
3965 }
3966 }
3967}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:47
bool dangerous[8]
Definition: avatar.h:50
std::vector< npc * > unique_types[9]
Definition: avatar.h:46
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:253
nc_color color
Definition: mtype.h:258
int difficulty
Definition: mtype.h:264
int agro
e.g.
Definition: mtype.h:269

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3969 of file game.cpp.

3970{
3971 int newseen = 0;
3972 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3973 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3974 safe_proxy_dist;
3975
3976 monster_visible_info &mon_visible = u.get_mon_visible();
3977 auto &new_seen_mon = mon_visible.new_seen_mon;
3978 auto &unique_types = mon_visible.unique_types;
3979 auto &unique_mons = mon_visible.unique_mons;
3980 auto &dangerous = mon_visible.dangerous;
3981
3982 // 7 0 1 unique_types uses these indices;
3983 // 6 8 2 0-7 are provide by direction_from()
3984 // 5 4 3 8 is used for local monsters (for when we explain them below)
3985 for( auto &t : unique_types ) {
3986 t.clear();
3987 }
3988 for( auto &m : unique_mons ) {
3989 m.clear();
3990 }
3991 std::fill( dangerous, dangerous + 8, false );
3992
3993 const tripoint view = u.pos() + u.view_offset;
3994 new_seen_mon.clear();
3995
3996 // TODO: no reason to have it static here
3997 static time_point previous_turn = calendar::start_of_cataclysm;
3998 const time_duration sm_ignored_time = time_duration::from_turns(
3999 get_option<int>( "SAFEMODEIGNORETURNS" ) );
4000
4002 monster *m = dynamic_cast<monster *>( c );
4003 npc *p = dynamic_cast<npc *>( c );
4004 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4005 const int mx = POSX + ( c->posx() - view.x );
4006 const int my = POSY + ( c->posy() - view.y );
4007 int index = 8;
4008 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4009 // for compatibility with old code, see diagram below, it explains the values for index,
4010 // also might need revisiting one z-levels are in.
4011 switch( dir_to_mon ) {
4015 index = 7;
4016 break;
4018 case direction::NORTH:
4020 index = 0;
4021 break;
4025 index = 1;
4026 break;
4028 case direction::WEST:
4030 index = 6;
4031 break;
4033 case direction::CENTER:
4035 index = 8;
4036 break;
4038 case direction::EAST:
4040 index = 2;
4041 break;
4045 index = 5;
4046 break;
4048 case direction::SOUTH:
4050 index = 4;
4051 break;
4055 index = 3;
4056 break;
4057 }
4058 }
4059
4060 rule_state safemode_state = RULE_NONE;
4061 const bool safemode_empty = get_safemode().empty();
4062
4063 if( m != nullptr ) {
4064 //Safemode monster check
4065 monster &critter = *m;
4066
4067 const monster_attitude matt = critter.attitude( &u );
4068 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4069 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4070
4071 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4072 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4073 if( index < 8 && critter.sees( g->u ) ) {
4074 dangerous[index] = true;
4075 }
4076
4077 if( !safemode_empty || mon_dist <= iProxyDist ) {
4078 bool passmon = false;
4079 if( critter.ignoring > 0 ) {
4080 if( safe_mode != SAFE_MODE_ON ) {
4081 critter.ignoring = 0;
4082 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4083 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4084 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4085 passmon = true;
4086 }
4087 critter.lastseen_turn = calendar::turn;
4088 }
4089
4090 if( !passmon ) {
4091 newseen++;
4092 new_seen_mon.push_back( shared_from( critter ) );
4093 }
4094 }
4095 }
4096
4097 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
4098 const auto mon_it = std::find_if( vec.begin(), vec.end(),
4099 [&]( const std::pair<const mtype *, int> &elem ) {
4100 return elem.first == critter.type;
4101 } );
4102 if( mon_it == vec.end() ) {
4103 vec.emplace_back( critter.type, 1 );
4104 } else {
4105 mon_it->second++;
4106 }
4107 } else if( p != nullptr ) {
4108 //Safe mode NPC check
4109
4110 const int npc_dist = rl_dist( u.pos(), p->pos() );
4111 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4112 npc_dist );
4113
4114 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4115 p->get_attitude() == NPCATT_KILL ) ) {
4116 if( !safemode_empty || npc_dist <= iProxyDist ) {
4117 newseen++;
4118 }
4119 }
4120 unique_types[index].push_back( p );
4121 }
4122 }
4123
4124 if( newseen > mostseen ) {
4125 if( newseen - mostseen == 1 ) {
4126 if( !new_seen_mon.empty() ) {
4127 monster &critter = *new_seen_mon.back();
4129 string_format( _( "%s spotted!" ), critter.name() ) );
4130 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4131 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4133 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4134 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4135 // Triffids present. We ain't got TIME to adrenaline comedown!
4136 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4137 u.mod_pain( 3 ); // Does take it out of you, though
4138 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4139 }
4140 }
4141 } else {
4142 //Hostile NPC
4144 _( "Hostile survivor spotted!" ) );
4145 }
4146 } else {
4148 }
4150 if( safe_mode == SAFE_MODE_ON ) {
4152 }
4153 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4154 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4155 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4156 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4158 add_msg( m_info, _( "Safe mode ON!" ) );
4159 }
4160 }
4161
4162 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4164 }
4165
4166 previous_turn = calendar::turn;
4167 mostseen = newseen;
4168}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1799
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1066
cata::optional< time_point > lastseen_turn
Definition: monster.h:508
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2077
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:276
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:54
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4205 of file game.cpp.

4206{
4207 cleanup_dead();
4208
4209 for( monster &critter : all_monsters() ) {
4210 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4211 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4212 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4213 critter.pos().to_string(), m.tername( critter.pos() ) );
4214 dbg( DL::Error ) << msg;
4215 add_msg( m_debug, msg );
4216 bool okay = false;
4217 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4218 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4219 critter.setpos( dest );
4220 okay = true;
4221 break;
4222 }
4223 }
4224 if( !okay ) {
4225 // die of "natural" cause (overpopulation is natural)
4226 critter.die( nullptr );
4227 }
4228 }
4229
4230 if( !critter.is_dead() ) {
4231 critter.process_items();
4232 }
4233
4234 if( !critter.is_dead() ) {
4235 critter.process_turn();
4236 }
4237
4238 m.creature_in_field( critter );
4239 if( calendar::once_every( 1_days ) ) {
4240 if( critter.has_flag( MF_MILKABLE ) ) {
4241 critter.refill_udders();
4242 }
4243 critter.try_reproduce();
4244 }
4245 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4246 critter.made_footstep = false;
4247 // Controlled critters don't make their own plans
4248 if( !critter.has_effect( effect_ai_controlled ) ) {
4249 // Formulate a path to follow
4250 critter.plan();
4251 }
4252 critter.move(); // Move one square, possibly hit u
4253 critter.process_triggers();
4254 m.creature_in_field( critter );
4255 }
4256
4257 if( !critter.is_dead() &&
4258 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4259 u.get_power_level() >= 25_kJ &&
4260 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4261 !critter.is_hallucination() ) {
4262 u.mod_power_level( -25_kJ );
4263 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4265 _( "Your motion alarm goes off!" ) );
4266 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4267 u.wake_up();
4268 }
4269 }
4270 }
4271
4272 cleanup_dead();
4273
4274 // The remaining monsters are all alive, but may be outside of the reality bubble.
4275 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4276 // monster::die function is not called.
4277 for( monster &critter : all_monsters() ) {
4278 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4279 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4280 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4281 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4282 despawn_monster( critter );
4283 }
4284 }
4285
4286 // Now, do active NPCs.
4287 for( npc &guy : g->all_npcs() ) {
4288 int turns = 0;
4289 if( guy.is_mounted() ) {
4290 guy.check_mount_is_spooked();
4291 }
4292 m.creature_in_field( guy );
4293 if( !guy.has_effect( effect_npc_suspend ) ) {
4294 guy.process_turn();
4295 }
4296 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4297 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4298 ) {
4299 int moves = guy.moves;
4300 guy.move();
4301 if( moves == guy.moves ) {
4302 // Count every time we exit npc::move() without spending any moves.
4303 turns++;
4304 }
4305
4306 // Turn on debug mode when in infinite loop
4307 // It has to be done before the last turn, otherwise
4308 // there will be no meaningful debug output.
4309 if( turns == 9 ) {
4310 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4311 guy.name );
4312 debug_mode = true;
4313 }
4314 }
4315
4316 // If we spun too long trying to decide what to do (without spending moves),
4317 // Invoke cognitive suspension to prevent an infinite loop.
4318 if( turns == 10 ) {
4319 add_msg( _( "%s faints!" ), guy.name );
4320 guy.reboot();
4321 }
4322
4323 if( !guy.is_dead() ) {
4324 guy.npc_update_body();
4325 }
4326 }
4327 cleanup_dead();
4328}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
units::energy get_power_level() const
Definition: character.cpp:1967
void wake_up()
Definition: avatar.cpp:942
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), motion_alarm, calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2119 of file game.cpp.

2121{
2122 const int rate = get_option<int>( "EDGE_SCROLL" );
2123 auto ret = std::make_pair( tripoint_zero, last );
2124 if( rate == -1 ) {
2125 // Fast return when the option is disabled.
2126 return ret;
2127 }
2128 // Ensure the parameters are used even if the #if below is false
2129 ( void ) ctxt;
2130 ( void ) speed;
2131 ( void ) iso;
2132#if (defined TILES || defined _WIN32 || defined WINDOWS)
2133 auto now = std::chrono::steady_clock::now();
2134 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2135 return ret;
2136 } else {
2138 }
2139 const input_event event = ctxt.get_raw_input();
2140 if( event.type == CATA_INPUT_MOUSE ) {
2141 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2142 if( event.mouse_pos.x <= threshold.x ) {
2143 ret.first.x -= speed;
2144 if( iso ) {
2145 ret.first.y -= speed;
2146 }
2147 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2148 ret.first.x += speed;
2149 if( iso ) {
2150 ret.first.y += speed;
2151 }
2152 }
2153 if( event.mouse_pos.y <= threshold.y ) {
2154 ret.first.y -= speed;
2155 if( iso ) {
2156 ret.first.x += speed;
2157 }
2158 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2159 ret.first.y += speed;
2160 if( iso ) {
2161 ret.first.x -= speed;
2162 }
2163 }
2164 ret.second = ret.first;
2165 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2166 ret.first = ret.second;
2167 }
2168#endif
2169 return ret;
2170}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2181 of file game.cpp.

2182{
2183 // overmap has no iso mode
2187 return ret.first;
2188}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2119
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1090
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1091

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2172 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2553 of file game.cpp.

2554{
2555 const std::string save_dir = get_world_base_save_path();
2556 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2557 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2558 const std::string prefix = base64_encode( u.name ) + ".";
2559
2560 if( !assure_dir_exist( graveyard_dir ) ) {
2561 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2562 }
2563
2564 if( !assure_dir_exist( graveyard_save_dir ) ) {
2565 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2566 }
2567
2568 const auto save_files = get_files_from_path( prefix, save_dir );
2569 if( save_files.empty() ) {
2570 debugmsg( "could not find save files in '%s'", save_dir );
2571 }
2572
2573 for( const auto &src_path : save_files ) {
2574 const std::string dst_path = graveyard_save_dir +
2575 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2576
2577 if( rename_file( src_path, dst_path ) ) {
2578 continue;
2579 }
2580
2581 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2582
2583 if( remove_file( src_path ) ) {
2584 continue;
2585 }
2586
2587 debugmsg( "could not remove file '%s'", src_path );
2588 }
2589}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5227 of file game.cpp.

5228{
5229 const optional_vpart_position vp = m.veh_at( u.pos() );
5230 if( !vp ) {
5231 debugmsg( "Tried to exit non-existent vehicle." );
5232 return;
5233 }
5234 vehicle *const veh = &vp->vehicle();
5235 if( u.pos() == dest_loc ) {
5236 debugmsg( "Need somewhere to dismount towards." );
5237 return;
5238 }
5239 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5240 // TODO:: make dir() const correct!
5241 const units::angle d = ray.dir();
5242 add_msg( _( "You dive from the %s." ), veh->name );
5243 m.unboard_vehicle( u.pos() );
5244 u.moves -= 200;
5245 // Dive three tiles in the direction of tox and toy
5246 fling_creature( &u, d, 30, true );
5247 // Hit the ground according to vehicle speed
5248 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5249 if( veh->velocity > 0 ) {
5250 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5251 } else {
5252 fling_creature( &u, veh->face.dir() + 180_degrees,
5253 -( veh->velocity ) / static_cast<float>( 100 ) );
5254 }
5255 }
5256}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9829

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3634 of file game.cpp.

3635{
3636 // ignore while underground or above limits
3637 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3638 return LIGHT_AMBIENT_MINIMAL;
3639 }
3640
3641 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3642 // Already found the light level for now?
3643 return latest_lightlevels[zlev];
3644 }
3645
3646 float ret = LIGHT_AMBIENT_MINIMAL;
3647
3648 // Sunlight/moonlight related stuff
3650 if( !weather.lightning_active ) {
3652 } else {
3653 // Recent lightning strike has lit the area
3655 }
3656
3658
3659 // Artifact light level changes here. Even though some of these only have an effect
3660 // aboveground it is cheaper performance wise to simply iterate through the entire
3661 // list once instead of twice.
3662 float mod_ret = -1;
3663 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3664 // will trump a lower one.
3665 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3666 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3667 const time_duration left = e->when - calendar::turn;
3668 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3669 if( left > 25_turns ) {
3670 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3671 // and the last 25 scale back towards normal.
3672 } else {
3673 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3674 }
3675 }
3677 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3678 mod_ret = std::max<float>( ret, default_daylight_level() );
3679 }
3680 // If we had a changed light level due to an artifact event then it overwrites
3681 // the natural light level.
3682 if( mod_ret > -1 ) {
3683 ret = mod_ret;
3684 }
3685
3686 // Cap everything to our minimum light level
3687 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3688
3689 latest_lightlevels[zlev] = ret;
3690
3691 return ret;
3692}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1063
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5358 of file game.cpp.

5359{
5360 enum choices : int {
5361 talk = 0,
5362 swap_pos,
5363 push,
5364 examine_wounds,
5365 use_item,
5366 sort_armor,
5367 attack,
5368 disarm,
5369 steal
5370 };
5371
5372 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5373
5374 uilist amenu;
5375
5376 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5377 amenu.addentry( talk, true, 't', _( "Talk" ) );
5378 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5379 !u.is_mounted(), 's', _( "Swap positions" ) );
5380 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5381 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5382 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5383 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5384 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5385 if( !who.is_player_ally() ) {
5386 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5387 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5388 }
5389
5390 amenu.query();
5391
5392 const int choice = amenu.ret;
5393 if( choice == talk ) {
5394 who.talk_to_u();
5395 } else if( choice == swap_pos ) {
5396 if( !prompt_dangerous_tile( who.pos() ) ) {
5397 return true;
5398 }
5399 // TODO: Make NPCs protest when displaced onto dangerous crap
5400 add_msg( _( "You swap places with %s." ), who.name );
5401 swap_critters( u, who );
5402 // TODO: Make that depend on stuff
5403 u.mod_moves( -200 );
5404 } else if( choice == push ) {
5405 // TODO: Make NPCs protest when displaced onto dangerous crap
5406 tripoint oldpos = who.pos();
5407 who.move_away_from( u.pos(), true );
5408 u.mod_moves( -20 );
5409 if( oldpos != who.pos() ) {
5410 add_msg( _( "%s moves out of the way." ), who.name );
5411 } else {
5412 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5413 }
5414 } else if( choice == examine_wounds ) {
5415 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5416
5417 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5418 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5419 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5420 0.0f, 0.0f );
5421 } else if( choice == use_item ) {
5422 static const std::string heal_string( "heal" );
5423 const auto will_accept = []( const item & it ) {
5424 const auto use_fun = it.get_use( heal_string );
5425 if( use_fun == nullptr ) {
5426 return false;
5427 }
5428
5429 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5430
5431 return actor != nullptr &&
5432 actor->limb_power >= 0 &&
5433 actor->head_power >= 0 &&
5434 actor->torso_power >= 0;
5435 };
5436 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5437
5438 if( !loc ) {
5439 add_msg( _( "Never mind" ) );
5440 return false;
5441 }
5442 item &used = *loc;
5443 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5444 if( did_use ) {
5445 // Note: exiting a body part selection menu counts as use here
5446 u.mod_moves( -300 );
5447 }
5448 } else if( choice == sort_armor ) {
5449 who.sort_armor();
5450 u.mod_moves( -100 );
5451 } else if( choice == attack ) {
5452 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5453 u.melee_attack( who, true );
5454 who.on_attacked( u );
5455 }
5456 } else if( choice == disarm ) {
5457 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5458 u.disarm( who );
5459 }
5460 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5461 u.steal( who );
5462 }
5463
5464 return true;
5465}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5848
bool in_sleep_state() const override
Definition: character.cpp:9320
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:250
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2369
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8769
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4884
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:731
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1449
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2530
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2293
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:552

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4829 of file game.cpp.

4830{
4831 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4832}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9787 of file game.cpp.

9788{
9789 // TODO: Move this to a character method
9790 if( !u.is_mounted() ) {
9791 const item muscle( "muscle" );
9792 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9793 if( u.has_active_bionic( bid ) ) {// active power gen
9794 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9795 } else if( u.has_bionic( bid ) ) {// passive power gen
9796 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9797 }
9798 }
9799
9800 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
9801 if( u.movement_mode_is( CMM_RUN ) ) {
9802 u.mod_power_level( -55_J );
9803 } else {
9804 u.mod_power_level( -35_J );
9805 }
9806 }
9807 }
9808
9809 if( u.movement_mode_is( CMM_RUN ) ) {
9810 if( !u.can_run() ) {
9812 }
9813 }
9814
9815 // apply martial art move bonuses
9816 u.martial_arts_data->ma_onmove_effects( u );
9817
9819}
@ CMM_RUN
Definition: character.h:103
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1329
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1619
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
void do_ambient()
Definition: sounds.cpp:1616
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9821 of file game.cpp.

9822{
9823#if defined(TILES)
9824 tilecontext->on_options_changed();
9825#endif
9826 grid_tracker_ptr->on_options_changed();
9827}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1488 of file handle_action.cpp.

1489{
1490 uilist as_m;
1491
1492 as_m.text = _( "What do you want to consume?" );
1493
1494 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1495 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1496 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1497 as_m.query();
1498
1499 switch( as_m.ret ) {
1500 case 0:
1502 break;
1503 case 1:
1505 break;
1506 case 2:
1508 break;
1509 default:
1510 break;
1511 }
1512}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ open_gate()

void game::open_gate ( const tripoint p)

Definition at line 5222 of file game.cpp.

5223{
5224 gates::open_gate( p, u );
5225}
void open_gate(const tripoint &pos, player &p)
opens the gate via player's activity
Definition: gates.cpp:236

References gates::open_gate(), and u.

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4330 of file game.cpp.

4331{
4332 std::vector<npc *> travelling_npcs;
4333 static constexpr int move_search_radius = 600;
4334 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4335 if( !elem ) {
4336 continue;
4337 }
4338 npc *npc_to_add = elem.get();
4339 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4340 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4341 travelling_npcs.push_back( npc_to_add );
4342 }
4343 }
4344 for( auto &elem : travelling_npcs ) {
4345 if( elem->has_omt_destination() ) {
4346 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4347 //recalculate path, we got distracted doing something else probably
4348 elem->omt_path.clear();
4349 }
4350 if( elem->omt_path.empty() ) {
4351 const tripoint_abs_omt &from = elem->global_omt_location();
4352 const tripoint_abs_omt &to = elem->goal;
4353 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4355 if( elem->omt_path.empty() ) {
4356 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4357 elem->get_name(), from.to_string(), to.to_string() );
4358 elem->goal = npc::no_goal_point;
4359 elem->mission = NPC_MISSION_NULL;
4360 }
4361 } else {
4362 if( elem->omt_path.back() == elem->global_omt_location() ) {
4363 elem->omt_path.pop_back();
4364 }
4365 // TODO: fix point types
4366 elem->travel_overmap(
4367 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4368 }
4369 reload_npcs();
4370 }
4371 }
4372 return;
4373}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2195
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5717 of file game.cpp.

5718{
5719 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5720 if( !p ) {
5721 return;
5722 }
5723
5724 if( p->z != 0 ) {
5725 const tripoint old_pos = u.pos();
5726 vertical_move( p->z, false, true );
5727
5728 if( old_pos != u.pos() ) {
5729 look_around();
5730 vertical_move( p->z * -1, false, true );
5731 }
5732 return;
5733 }
5734
5735 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5736 return;
5737 }
5738
5739 peek( u.pos() + *p );
5740}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:977

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5742 of file game.cpp.

5743{
5744 u.moves -= 200;
5745 tripoint prev = u.pos();
5746 u.setpos( p );
5747 tripoint center = p;
5748 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5749 true );
5750 u.setpos( prev );
5751
5752 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5753 item_location loc;
5754 avatar_action::plthrow( u, loc, p );
5755 }
5757}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11117 of file game.cpp.

11118{
11119 if( !calendar::once_every( 1_hours ) ) {
11120 return;
11121 }
11122 // Create a new NPC?
11123 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11124 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11125 return;
11126 }
11127
11128 float density = get_option<float>( "NPC_DENSITY" );
11129 static constexpr int density_search_radius = 60;
11130 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11131 if( npc_num > 0.0 ) {
11132 // 100%, 80%, 64%, 52%, 41%, 33%...
11133 density *= std::pow( 0.8f, npc_num );
11134 }
11135
11136 if( !x_in_y( density, 100 ) ) {
11137 return;
11138 }
11139 bool spawn_allowed = false;
11141 int counter = 0;
11142 while( !spawn_allowed ) {
11143 if( counter >= 10 ) {
11144 return;
11145 }
11146 static constexpr int radius_spawn_range = 120;
11147 const tripoint_abs_omt u_omt = u.global_omt_location();
11148 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11149 rng( -radius_spawn_range, radius_spawn_range ) );
11150 spawn_point.z() = 0;
11151 const oter_id oter = overmap_buffer.ter( spawn_point );
11152 // shouldn't spawn on lakes or rivers.
11153 if( !is_river_or_lake( oter ) ) {
11154 spawn_allowed = true;
11155 }
11156 counter += 1;
11157 }
11158 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11159 tmp->normalize();
11160 tmp->randomize();
11161 std::string new_fac_id = "solo_";
11162 new_fac_id += tmp->name;
11163 // create a new "lone wolf" faction for this one NPC
11164 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11165 faction_id( "no_faction" ) );
11166 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11167 // adds the npc to the correct overmap.
11168 // Only spawn random NPCs on z-level 0
11169 // TODO: fix point types
11170 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11171 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11173 tmp->form_opinion( u );
11174 tmp->mission = NPC_MISSION_NULL;
11175 tmp->long_term_goal_action();
11176 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11177 tmp->getID() ) );
11178 // This will make the new NPC active- if its nearby to the player
11179 load_npcs();
11180}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9519 of file game.cpp.

9520{
9521 if( dest_loc.z != u.posz() && !via_ramp ) {
9522 // No vertical phasing yet
9523 return false;
9524 }
9525
9526 //probability travel through walls but not water
9527 tripoint dest = dest_loc;
9528 // tile is impassable
9529 int tunneldist = 0;
9530 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9531 while( m.impassable( dest ) ||
9532 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9533 //add 1 to tunnel distance for each impassable tile in the line
9534 tunneldist += 1;
9535 //Being dimensionally anchored prevents quantum shenanigans.
9536 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9538 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9539 return false;
9540 }
9541
9542 if( tunneldist > 24 ) {
9543 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9544 return false;
9545 }
9546
9547 dest.x += d.x;
9548 dest.y += d.y;
9549 }
9550
9551 if( tunneldist != 0 ) {
9552 if( ( tunneldist - 1 ) * 100_kJ
9553 > //The first 100 was already taken up by the bionic's activation cost.
9554 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
9555 if( tunneldist * 100_kJ >
9557 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9558 } else {
9559 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
9560 ( 100 * tunneldist ) );
9561 }
9562 return false;
9563 }
9564
9565 if( u.in_vehicle ) {
9566 m.unboard_vehicle( u.pos() );
9567 }
9568
9569 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9570 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9571 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
9572 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9573 u.moves -= ( 50 + ( tunneldist * 50 ) );
9574 u.setpos( dest );
9575
9576 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9577 m.board_vehicle( u.pos(), &u );
9578 }
9579
9580 u.grab( OBJECT_NONE );
9582 m.creature_on_trap( u );
9583 return true;
9584 }
9585
9586 return false;
9587}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
units::energy get_max_power_level() const
Definition: character.cpp:1972
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201
void on_move_effects()
Definition: game.cpp:9787
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1046
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5688 of file game.cpp.

5689{
5690 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5691 _( "There is nothing to pick up nearby." ),
5692 ACTION_PICKUP, false );
5693 if( !examp_ ) {
5694 return;
5695 }
5696 pickup( *examp_ );
5697}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5699 of file game.cpp.

5700{
5701 // Highlight target
5702 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5703 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5704 } );
5705 add_draw_callback( hilite_cb );
5706
5707 pickup::pick_up( p, 0 );
5708}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5710 of file game.cpp.

5711{
5712 pickup::pick_up( u.pos(), 1 );
5713}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4777 of file game.cpp.

4778{
4779 // TODO: change this into an assert, it must never happen.
4780 if( id.is_null() ) {
4781 return nullptr;
4782 }
4783 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4784}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4777

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4786 of file game.cpp.

4790{
4792 if( forced || can_place_monster( *mon, center ) ) {
4793 where = center;
4794 }
4795
4796 // This loop ensures the monster is placed as close to the center as possible,
4797 // but all places that equally far from the center have the same probability.
4798 for( int r = 1; r <= radius && !where; ++r ) {
4800 }
4801
4802 if( !where ) {
4803 return nullptr;
4804 }
4805 mon->spawn( *where );
4806 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4807}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4759
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4743

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4767 of file game.cpp.

4768{
4769 return place_critter_around( id, p, 0 );
4770}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4772 of file game.cpp.

4773{
4774 return place_critter_around( mon, p, 0 );
4775}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4809 of file game.cpp.

4810{
4811 // TODO: change this into an assert, it must never happen.
4812 if( id.is_null() ) {
4813 return nullptr;
4814 }
4815 return place_critter_within( make_shared_fast<monster>( id ), range );
4816}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4809

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4818 of file game.cpp.

4820{
4821 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4822 if( !where ) {
4823 return nullptr;
4824 }
4825 mon->spawn( *where );
4826 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4827}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9157 of file game.cpp.

9158{
9159 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9160 if( const cata::optional<std::string> label = vp1.get_label() ) {
9161 add_msg( m_info, _( "Label here: %s" ), *label );
9162 }
9163 std::string signage = m.get_signage( dest_loc );
9164 if( !signage.empty() ) {
9165 if( !u.has_trait( trait_ILLITERATE ) ) {
9166 add_msg( m_info, _( "The sign says: %s" ), signage );
9167 } else {
9168 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9169 }
9170 }
9171 if( m.has_graffiti_at( dest_loc ) ) {
9172 if( !u.has_trait( trait_ILLITERATE ) ) {
9173 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9174 } else {
9175 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9176 }
9177 }
9178 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9179 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9180 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9181 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9182 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9183 dest_loc ) );
9184 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9185 }
9186 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9187 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9188 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9189 dest_loc ) );
9190 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9191 }
9192 }
9193 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9194 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9195 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9196 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9197 if( u.is_mounted() ) {
9198 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9199 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9200 } else {
9201 const bodypart_id bp = u.get_random_body_part();
9202 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9203 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9204 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9205 body_part_name_accusative( bp->token ),
9206 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9207 dest_loc ) );
9208 }
9209 }
9210 }
9211 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9212 u.add_effect( effect_bouldering, 1_turns, num_bp );
9213 } else if( u.has_effect( effect_bouldering ) ) {
9215 }
9216 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9217 u.add_effect( effect_no_sight, 1_turns, num_bp );
9218 } else if( u.has_effect( effect_no_sight ) ) {
9220 }
9221
9222 // If we moved out of the nonant, we need update our map data
9223 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9224 add_msg( _( "The water puts out the flames!" ) );
9226 if( u.is_mounted() ) {
9227 monster *mon = u.mounted_creature.get();
9228 if( mon->has_effect( effect_onfire ) ) {
9230 }
9231 }
9232 }
9233
9234 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9235 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9236 // Immobile monsters can't be displaced.
9237 monster &critter = *mon_ptr;
9238 // TODO: handling for ridden creatures other than players mount.
9239 if( !critter.has_effect( effect_ridden ) ) {
9240 if( u.is_mounted() ) {
9241 std::vector<tripoint> valid;
9242 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9243 if( is_empty( jk ) ) {
9244 valid.push_back( jk );
9245 }
9246 }
9247 if( !valid.empty() ) {
9248 critter.move_to( random_entry( valid ) );
9249 add_msg( _( "You push the %s out of the way." ), critter.name() );
9250 } else {
9251 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9252 return u.pos().xy();
9253 }
9254 } else {
9255 critter.move_to( u.pos(), false,
9256 true ); // Force the movement even though the player is there right now.
9257 add_msg( _( "You displace the %s." ), critter.name() );
9258 }
9259 } else if( !u.has_effect( effect_riding ) ) {
9260 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9261 return u.pos().xy();
9262 }
9263 }
9264
9265 // If the player is in a vehicle, unboard them from the current part
9266 if( u.in_vehicle ) {
9267 m.unboard_vehicle( u.pos() );
9268 }
9269 // Move the player
9270 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9271 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9272 vertical_shift( dest_loc.z );
9273 }
9274
9275 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9276 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9277 vp1 ) ) {
9278 u.stop_hauling();
9279 }
9280 u.setpos( dest_loc );
9281 if( u.is_mounted() ) {
9282 monster *mon = u.mounted_creature.get();
9283 mon->setpos( dest_loc );
9284 mon->process_triggers();
9285 m.creature_in_field( *mon );
9286 }
9287 point submap_shift = update_map( u );
9288 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9289 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9290 // If you must use it you can calculate the position in the new, shifted system with
9291 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9292
9293 //Auto pulp or butcher and Auto foraging
9294 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9296
9297 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9298 if( forage_type != "off" ) {
9299 const auto forage = [&]( const tripoint & pos ) {
9300 const auto &xter_t = m.ter( pos ).obj().examine;
9301 const auto &xfurn_t = m.furn( pos ).obj().examine;
9302 const bool forage_everything = forage_type == "both";
9303 const bool forage_bushes = forage_everything || forage_type == "bushes";
9304 const bool forage_trees = forage_everything || forage_type == "trees";
9305 if( xter_t == &iexamine::none ) {
9306 return;
9307 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9308 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9309 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9310 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9311 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9312 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9313 ) {
9314 xter_t( u, pos );
9315 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9316 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9317 ) {
9318 xfurn_t( u, pos );
9319 }
9320 };
9321
9322 for( auto &elem : adjacentDir ) {
9323 forage( u.pos() + direction_XY( elem ) );
9324 }
9325 }
9326
9327 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9328 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9329 std::vector<item *> corpses;
9330
9331 for( item &it : m.i_at( u.pos() ) ) {
9332 corpses.push_back( &it );
9333 }
9334
9335 if( !corpses.empty() ) {
9336 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9337 for( item *it : corpses ) {
9338 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9339 }
9340 }
9341 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9342 const auto pulp = [&]( const tripoint & pos ) {
9343 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9344 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9345 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9347 u.activity.placement = m.getabs( pos );
9348 u.activity.auto_resume = true;
9349 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9350 return;
9351 }
9352 }
9353 };
9354
9355 if( pulp_butcher == "pulp_adjacent" ) {
9356 for( auto &elem : adjacentDir ) {
9357 pulp( u.pos() + direction_XY( elem ) );
9358 }
9359 } else {
9360 pulp( u.pos() );
9361 }
9362 }
9363 }
9364
9365 //Autopickup
9366 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9367 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9368 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9369 pickup::pick_up( u.pos(), -1 );
9370 }
9371
9372 // If the new tile is a boardable part, board it
9373 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9374 m.board_vehicle( u.pos(), &u );
9375 }
9376
9377 // Traps!
9378 // Try to detect.
9380 if( u.is_mounted() ) {
9382 } else {
9383 m.creature_on_trap( u );
9384 }
9385 // Drench the player if swimmable
9386 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9387 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9388 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9389 }
9390
9391 // List items here
9392 if( !m.has_flag( "SEALED", u.pos() ) ) {
9393 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9394 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9395 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9396 add_msg( _( "There's something here, but you can't see what it is." ) );
9397 } else if( m.has_items( u.pos() ) ) {
9398 std::vector<std::string> names;
9399 std::vector<size_t> counts;
9400 std::vector<item> items;
9401 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9402
9403 std::string next_tname = tmpitem.tname();
9404 std::string next_dname = tmpitem.display_name();
9405 bool by_charges = tmpitem.count_by_charges();
9406 bool got_it = false;
9407 for( size_t i = 0; i < names.size(); ++i ) {
9408 if( by_charges && next_tname == names[i] ) {
9409 counts[i] += tmpitem.charges;
9410 got_it = true;
9411 break;
9412 } else if( next_dname == names[i] ) {
9413 counts[i] += 1;
9414 got_it = true;
9415 break;
9416 }
9417 }
9418 if( !got_it ) {
9419 if( by_charges ) {
9420 names.push_back( tmpitem.tname( tmpitem.charges ) );
9421 counts.push_back( tmpitem.charges );
9422 } else {
9423 names.push_back( tmpitem.display_name( 1 ) );
9424 counts.push_back( 1 );
9425 }
9426 items.push_back( tmpitem );
9427 }
9428 if( names.size() > 10 ) {
9429 break;
9430 }
9431 }
9432 for( size_t i = 0; i < names.size(); ++i ) {
9433 if( !items[i].count_by_charges() ) {
9434 names[i] = items[i].display_name( counts[i] );
9435 } else {
9436 names[i] = items[i].tname( counts[i] );
9437 }
9438 }
9439 int and_the_rest = 0;
9440 for( size_t i = 0; i < names.size(); ++i ) {
9441 //~ number of items: "<number> <item>"
9442 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9443 names[i] = string_format( fmt, counts[i], names[i] );
9444 // Skip the first two.
9445 if( i > 1 ) {
9446 and_the_rest += counts[i];
9447 }
9448 }
9449 if( names.size() == 1 ) {
9450 add_msg( _( "You see here %s." ), names[0] );
9451 } else if( names.size() == 2 ) {
9452 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9453 } else if( names.size() == 3 ) {
9454 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9455 } else if( and_the_rest < 7 ) {
9456 add_msg( vgettext( "You see here %s, %s and %d more item.",
9457 "You see here %s, %s and %d more items.",
9458 and_the_rest ),
9459 names[0], names[1], and_the_rest );
9460 } else {
9461 add_msg( _( "You see here %s and many more items." ), names[0] );
9462 }
9463 }
9464 }
9465 }
9466
9467 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9468 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9469 add_msg( _( "There are vehicle controls here." ) );
9470 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9471 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9472 }
9473 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9474 u.is_mounted() ) {
9475 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9476 }
9477 return submap_shift;
9478}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1750
bool is_hauling() const
Definition: character.cpp:9184
void stop_hauling()
Definition: character.cpp:9175
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1620
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10640
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6098
std::string furnname(const tripoint &p)
Definition: map.cpp:1466
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2319
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7798
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4752
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7787
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2309
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2295
void setpos(const tripoint &p) override
Definition: monster.cpp:237
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1501
void process_triggers()
Definition: monster.cpp:1192
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:701
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3607
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3572
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2044
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2023
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2032
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2014
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3586
string_id< zone_type > zone_type_id
Definition: type_id.h:192

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9480 of file game.cpp.

9481{
9482 // if player is teleporting around, they don't bring their horse with them
9483 if( u.is_mounted() ) {
9485 u.mounted_creature->remove_effect( effect_ridden );
9486 u.mounted_creature = nullptr;
9487 }
9488 // offload the active npcs.
9489 unload_npcs();
9490 for( monster &critter : all_monsters() ) {
9491 despawn_monster( critter );
9492 }
9493 if( u.in_vehicle ) {
9494 m.unboard_vehicle( u.pos() );
9495 }
9496
9498 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9499 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9500 for( int z = minz; z <= maxz; z++ ) {
9501 m.clear_vehicle_list( z );
9502 }
9504 // offset because load_map expects the coordinates of the top left corner, but the
9505 // player will be centered in the middle of the map.
9506 // TODO: fix point types
9507 const tripoint map_sm_pos(
9508 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9509 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9510 load_map( map_sm_pos );
9511 load_npcs();
9512 m.spawn_monsters( true ); // Static monsters
9514 // update weather now as it could be different on the new location
9516 place_player( player_pos );
9517}
point place_player(const tripoint &dest)
Definition: game.cpp:9157
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:958
void update_overmap_seen()
Definition: game.cpp:10818
level_cache & access_cache(int zlev)
Definition: map.cpp:8670
void clear_vehicle_list(int zlev)
Definition: map.cpp:329
void clear_vehicle_cache()
Definition: map.cpp:311
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:356

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 854 of file game.cpp.

857{
858 std::vector<std::string> search_types = omt_search_types;
859 if( search_types.empty() ) {
860 vehicle veh( id );
861 if( veh.can_float() ) {
862 search_types.push_back( "river" );
863 search_types.push_back( "lake" );
864 } else {
865 search_types.push_back( "field" );
866 search_types.push_back( "road" );
867 }
868 }
869 for( const std::string &search_type : search_types ) {
870 omt_find_params find_params;
871 find_params.must_see = false;
872 find_params.cant_see = false;
873 find_params.types.emplace_back( search_type, ot_match_type::type );
874 // find nearest road
875 find_params.min_distance = min_distance;
876 find_params.search_range = max_distance;
877 // if player spawns underground, park their car on the surface.
878 const tripoint_abs_omt omt_origin( origin, 0 );
879 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
880 // try place vehicle there.
881 tinymap target_map;
882 target_map.load( project_to<coords::sm>( goal ), false );
883 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
884 static constexpr std::array<units::angle, 4> angles = {{
885 0_degrees, 90_degrees, 180_degrees, 270_degrees
886 }
887 };
888 vehicle *veh = target_map.add_vehicle(
889 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
890 if( veh ) {
891 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
892 veh->sm_pos = ms_to_sm_remain( abs_local );
893 veh->pos = abs_local.xy();
895 veh->tracking_on = true;
896 target_map.save();
897 return veh;
898 }
899 }
900 }
901 return nullptr;
902}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6586
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5600
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2091
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6640 of file game.cpp.

6643{
6644 // get global area info according to look_around caret position
6645 // TODO: fix point types
6647 lp ) ) ) );
6648 // we only need the area name and then pass it to print_all_tile_info() function below
6649 const std::string area_name = cur_ter_m->get_name();
6650 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6651}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5820
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5820 of file game.cpp.

5825{
5826 visibility_type visibility = VIS_HIDDEN;
5827 const bool inbounds = m.inbounds( lp );
5828 if( inbounds ) {
5829 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5830 }
5831 const Creature *creature = critter_at( lp, true );
5832 switch( visibility ) {
5833 case VIS_CLEAR: {
5834 const optional_vpart_position vp = m.veh_at( lp );
5835 print_terrain_info( lp, w_look, area_name, column, line );
5836 print_fields_info( lp, w_look, column, line );
5837 print_trap_info( lp, w_look, column, line );
5838 print_creature_info( creature, w_look, column, line, last_line );
5839 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5840 last_line );
5841 print_items_info( lp, w_look, column, line, last_line );
5842 print_graffiti_info( lp, w_look, column, line, last_line );
5843 }
5844 break;
5845 case VIS_BOOMER:
5846 case VIS_BOOMER_DARK:
5847 case VIS_DARK:
5848 case VIS_LIT:
5849 case VIS_HIDDEN:
5850 print_visibility_info( w_look, column, line, visibility );
5851
5852 if( creature != nullptr ) {
5853 std::vector<std::string> buf;
5854 if( u.sees_with_infrared( *creature ) ) {
5855 creature->describe_infrared( buf );
5856 } else if( u.sees_with_specials( *creature ) ) {
5857 creature->describe_specials( buf );
5858 }
5859 for( const std::string &s : buf ) {
5860 mvwprintw( w_look, point( 1, ++line ), s );
5861 }
5862 }
5863 break;
5864 }
5865 if( !inbounds ) {
5866 return;
5867 }
5868 auto this_sound = sounds::sound_at( lp );
5869 if( !this_sound.empty() ) {
5870 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5871 } else {
5872 // Check other z-levels
5873 tripoint tmp = lp;
5874 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5875 if( tmp.z == lp.z ) {
5876 continue;
5877 }
5878
5879 auto zlev_sound = sounds::sound_at( tmp );
5880 if( !zlev_sound.empty() ) {
5881 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5882 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5883 }
5884 }
5885 }
5886}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6425
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5990
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5917
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6082
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6027
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6036
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6045
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5888
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6008
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6455
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6027 of file game.cpp.

6029{
6030 int vLines = last_line - line;
6031 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6032 line = creature->print_info( w_look, ++line, vLines, column );
6033 }
6034}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5990 of file game.cpp.

5992{
5993 const field &tmpfield = m.field_at( lp );
5994 for( auto &fld : tmpfield ) {
5995 const field_entry &cur = fld.second;
5996 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5997 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5998 const int max_width = getmaxx( w_look ) - column - 2;
5999 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
6000 get_fire_fuel_string( lp ) ) - 1;
6001 line += lines;
6002 } else {
6003 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
6004 }
6005 }
6006}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6082 of file game.cpp.

6085{
6086 if( line > last_line ) {
6087 return;
6088 }
6089
6090 const int max_width = getmaxx( w_look ) - column - 2;
6091 if( m.has_graffiti_at( lp ) ) {
6092 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6093 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6094 m.graffiti_at( lp ) );
6095 }
6096}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6045 of file game.cpp.

6048{
6049 if( !m.sees_some_items( lp, u ) ) {
6050 return;
6051 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6052 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6053 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6054 mvwprintz( w_look, point( column, ++line ), c_yellow,
6055 _( "There's something there, but you can't see what it is." ) );
6056 return;
6057 } else {
6058 std::map<std::string, int> item_names;
6059 for( auto &item : m.i_at( lp ) ) {
6060 ++item_names[item.tname()];
6061 }
6062
6063 const int max_width = getmaxx( w_look ) - column - 1;
6064 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6065 // last line but not last item
6066 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6067 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6068 break;
6069 }
6070
6071 if( it->second > 1 ) {
6072 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6073 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6074 it->first.c_str(), it->second );
6075 } else {
6076 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6077 }
6078 }
6079 }
6080}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4728
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5917 of file game.cpp.

5920{
5921 const int max_width = getmaxx( w_look ) - column - 1;
5922 int lines;
5923
5924 const auto fmt_tile_info = []( const tripoint & lp ) {
5925 map &here = get_map();
5926 std::string ret;
5927 if( debug_mode ) {
5928 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
5929 if( here.has_furn( lp ) ) {
5930 ret += "; " + here.furn( lp )->id.str();
5931 }
5932 } else {
5933 ret = here.tername( lp );
5934 if( here.has_furn( lp ) ) {
5935 ret += "; " + here.furnname( lp );
5936 }
5937 }
5938 return ret;
5939 };
5940
5941 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5942
5943 if( m.impassable( lp ) ) {
5944 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5945 _( "%s; Impassable" ),
5946 tile );
5947 } else {
5948 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5949 _( "%s; Movement cost %d" ),
5950 tile, m.move_cost( lp ) * 50 );
5951
5952 const auto ll = get_light_level( std::max( 1.0,
5953 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5954 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5955 wprintz( w_look, ll.second, ll.first );
5956 }
5957
5958 std::string signage = m.get_signage( lp );
5959 if( !signage.empty() ) {
5960 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5961 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5962 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5963 }
5964
5965 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5966 // Print info about stuff below
5967 tripoint below( lp.xy(), lp.z - 1 );
5968 std::string tile_below = fmt_tile_info( below );
5969
5970 if( !m.has_floor_or_support( lp ) ) {
5971 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5972 _( "Below: %s; No support" ),
5973 tile_below );
5974 } else {
5975 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5976 _( "Below: %s; Walkable" ),
5977 tile_below );
5978 }
5979 }
5980
5981 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5982 m.features( lp ) );
5983 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5984 m.coverage( lp ) );
5985 if( line < lines ) {
5986 line = lines + map_features - 1;
5987 }
5988}
Manage and cache data about a part of the map.
Definition: map.h:389
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2036
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:617
std::string features(const tripoint &p)
Definition: map.cpp:1711
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6236
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:490
ter_str_id id
Definition: mapdata.h:458

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6008 of file game.cpp.

6010{
6011 const trap &tr = m.tr_at( lp );
6012 if( tr.can_see( lp, u ) ) {
6013 partial_con *pc = m.partial_con_at( lp );
6014 std::string tr_name;
6015 if( pc && tr.loadid == tr_unfinished_construction ) {
6016 const construction &built = pc->id.obj();
6017 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.description,
6018 pc->counter / 100000 );
6019 } else {
6020 tr_name = tr.name();
6021 }
6022
6023 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6024 }
6025}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5133
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string description
Definition: construction.h:51
construction_id id
Definition: construction.h:33
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::description, partial_con::id, line(), trap::loadid, m, mvwprintz(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6036 of file game.cpp.

6038{
6039 if( veh ) {
6040 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6041 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6042 }
6043}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5888 of file game.cpp.

5890{
5891 const char *visibility_message = nullptr;
5892 switch( visibility ) {
5893 case VIS_CLEAR:
5894 visibility_message = _( "Clearly visible." );
5895 break;
5896 case VIS_BOOMER:
5897 visibility_message = _( "A bright pink blur." );
5898 break;
5899 case VIS_BOOMER_DARK:
5900 visibility_message = _( "A pink blur." );
5901 break;
5902 case VIS_DARK:
5903 visibility_message = _( "Darkness." );
5904 break;
5905 case VIS_LIT:
5906 visibility_message = _( "Bright light." );
5907 break;
5908 case VIS_HIDDEN:
5909 visibility_message = _( "Unseen." );
5910 break;
5911 }
5912
5913 mvwprintw( w_look, point( line, column ), visibility_message );
5914 line += 2;
5915}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1749 of file game.cpp.

1750{
1751 if( !u.activity ) {
1752 return;
1753 }
1754
1755 while( u.moves > 0 && u.activity ) {
1756 u.activity.do_turn( u );
1757 }
1758}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11391 of file game.cpp.

11392{
11393 const bool worn = p.is_worn( it );
11394 const bool wielded = ( &it == &p.weapon );
11395 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11396 if( worn ) {
11397 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11398 effects.insert( effects.end(), ew.begin(), ew.end() );
11399 }
11400 if( wielded ) {
11401 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11402 effects.insert( effects.end(), ew.begin(), ew.end() );
11403 }
11404
11405 if( it.is_tool() ) {
11406 // Recharge it if necessary
11407 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11408 //Before incrementing charge, check that any extra requirements are met
11409 if( check_art_charge_req( it ) ) {
11410 switch( it.type->artifact->charge_type ) {
11411 case ARTC_NULL:
11412 case NUM_ARTCS:
11413 break; // dummy entries
11414 case ARTC_TIME:
11415 // Once per hour
11416 if( calendar::once_every( 1_hours ) ) {
11417 it.charges++;
11418 }
11419 break;
11420 case ARTC_SOLAR:
11421 if( calendar::once_every( 10_minutes ) &&
11422 is_in_sunlight( p.pos() ) ) {
11423 it.charges++;
11424 }
11425 break;
11426 // Artifacts can inflict pain even on Deadened folks.
11427 // Some weird Lovecraftian thing. ;P
11428 // (So DON'T route them through mod_pain!)
11429 case ARTC_PAIN:
11430 if( calendar::once_every( 1_minutes ) ) {
11431 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11432 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11433 it.charges++;
11434 }
11435 break;
11436 case ARTC_HP:
11437 if( calendar::once_every( 1_minutes ) ) {
11438 add_msg( m_bad, _( "You feel your body decaying." ) );
11439 p.hurtall( 1, nullptr );
11440 it.charges++;
11441 }
11442 break;
11443 case ARTC_FATIGUE:
11444 if( calendar::once_every( 1_minutes ) ) {
11445 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11446 u.mod_fatigue( 3 * rng( 1, 3 ) );
11447 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11448 it.charges++;
11449 }
11450 break;
11451 // Portals are energetic enough to charge the item.
11452 // Tears in reality are consumed too, but can't charge it.
11453 case ARTC_PORTAL:
11454 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11455 m.remove_field( dest, fd_fatigue );
11456 if( m.tr_at( dest ).loadid == tr_portal ) {
11457 add_msg( m_good, _( "The portal collapses!" ) );
11458 m.remove_trap( dest );
11459 it.charges++;
11460 break;
11461 }
11462 }
11463 break;
11464 }
11465 }
11466 }
11467 }
11468
11469 for( const art_effect_passive &i : effects ) {
11470 switch( i ) {
11471 case AEP_STR_UP:
11472 p.mod_str_bonus( +4 );
11473 break;
11474 case AEP_DEX_UP:
11475 p.mod_dex_bonus( +4 );
11476 break;
11477 case AEP_PER_UP:
11478 p.mod_per_bonus( +4 );
11479 break;
11480 case AEP_INT_UP:
11481 p.mod_int_bonus( +4 );
11482 break;
11483 case AEP_ALL_UP:
11484 p.mod_str_bonus( +2 );
11485 p.mod_dex_bonus( +2 );
11486 p.mod_per_bonus( +2 );
11487 p.mod_int_bonus( +2 );
11488 break;
11489 case AEP_SPEED_UP:
11490 // Handled in player::current_speed()
11491 break;
11492
11493 case AEP_PBLUE:
11494 if( p.get_rad() > 0 ) {
11495 p.mod_rad( -1 );
11496 }
11497 break;
11498
11499 case AEP_SMOKE:
11500 if( one_in( 10 ) ) {
11501 tripoint pt( p.posx() + rng( -1, 1 ),
11502 p.posy() + rng( -1, 1 ),
11503 p.posz() );
11504 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11505 }
11506 break;
11507
11508 case AEP_SNAKES:
11509 break; // Handled in player::hit()
11510
11511 case AEP_EXTINGUISH:
11512 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11513 m.mod_field_age( dest, fd_fire, -1_turns );
11514 }
11515 break;
11516
11517 case AEP_FUN:
11518 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11519 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11520 break;
11521
11522 case AEP_HUNGER:
11523 if( one_in( 100 ) ) {
11524 p.mod_stored_kcal( -10 );
11525 }
11526 break;
11527
11528 case AEP_THIRST:
11529 if( one_in( 120 ) ) {
11530 p.mod_thirst( 1 );
11531 }
11532 break;
11533
11534 case AEP_EVIL:
11535 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11536 p.add_effect( effect_evil, 30_minutes );
11537 if( it.is_armor() ) {
11538 if( !worn ) {
11539 add_msg( _( "You have an urge to wear the %s." ),
11540 it.tname() );
11541 }
11542 } else if( !wielded ) {
11543 add_msg( _( "You have an urge to wield the %s." ),
11544 it.tname() );
11545 }
11546 }
11547 break;
11548
11549 case AEP_SCHIZO:
11550 break; // Handled in player::suffer()
11551
11552 case AEP_RADIOACTIVE:
11553 if( one_in( 4 ) ) {
11554 p.irradiate( 1.0f );
11555 }
11556 break;
11557
11558 case AEP_STR_DOWN:
11559 p.mod_str_bonus( -3 );
11560 break;
11561
11562 case AEP_DEX_DOWN:
11563 p.mod_dex_bonus( -3 );
11564 break;
11565
11566 case AEP_PER_DOWN:
11567 p.mod_per_bonus( -3 );
11568 break;
11569
11570 case AEP_INT_DOWN:
11571 p.mod_int_bonus( -3 );
11572 break;
11573
11574 case AEP_ALL_DOWN:
11575 p.mod_str_bonus( -2 );
11576 p.mod_dex_bonus( -2 );
11577 p.mod_per_bonus( -2 );
11578 p.mod_int_bonus( -2 );
11579 break;
11580
11581 case AEP_SPEED_DOWN:
11582 break; // Handled in player::current_speed()
11583
11584 default:
11585 //Suppress warnings
11586 break;
11587 }
11588 }
11589 // Recalculate, as it might have changed (by mod_*_bonus above)
11590 p.str_cur = p.get_str();
11591 p.int_cur = p.get_int();
11592 p.dex_cur = p.get_dex();
11593 p.per_cur = p.get_per();
11594}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4184
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4179
int str_cur
Definition: character.h:247
void mod_rad(int mod)
Definition: character.cpp:7186
virtual int get_dex() const
Definition: character.cpp:4068
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4299
bool is_worn(const item &thing) const
Definition: character.h:1082
virtual int get_int() const
Definition: character.cpp:4076
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4430
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4174
int int_cur
Definition: character.h:249
int get_rad() const
Definition: character.cpp:7176
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9091
virtual int get_per() const
Definition: character.cpp:4072
void mod_stamina(int mod)
Definition: character.cpp:7213
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8657
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1527
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4189
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1352
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4960
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7223
bool is_tool() const
Definition: item.cpp:6800
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7250
int charges
Definition: item.h:2195
bool is_armor() const
Definition: item.cpp:6551
const itype * type
Definition: item.h:2156
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5388
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5308
void remove_trap(const tripoint &p)
Definition: map.cpp:5253
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:864

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1710 of file game.cpp.

1711{
1712 if( u.has_effect( effect_sleep ) ) {
1713 // Can't interrupt
1714 return;
1715 }
1716
1717 bool has_activity = u.activity && u.activity.moves_left > 0;
1718 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1719
1720 if( !has_activity && !is_travelling ) {
1721 // Nohing to interrupt
1722 return;
1723 }
1724
1725 // Key poll may be quite expensive, so limit it to 10 times per second.
1726 static auto last_poll = std::chrono::steady_clock::now();
1727 auto now = std::chrono::steady_clock::now();
1728 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1729 ( now - last_poll ).count();
1730
1731 if( difference > 100 ) {
1733 last_poll = now;
1734 }
1735
1736 // If player is performing a task and a monster is dangerously close, warn them
1737 // regardless of previous safemode warnings
1738 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1740 Creature *hostile_critter = is_hostile_very_close();
1741 if( hostile_critter != nullptr ) {
1743 string_format( _( "The %s is dangerously close!" ),
1744 hostile_critter->get_name() ) );
1745 }
1746 }
1747}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9222
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2064
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8769 of file game.cpp.

8770{
8771 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8772
8773 if( !harmful_stuff.empty() &&
8774 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8775 return false;
8776 }
8777 if( !harmful_stuff.empty() && u.is_mounted() &&
8778 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8779 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8780 u.mounted_creature->get_name() );
8781 return false;
8782 }
8783 return true;
8784}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11359 of file game.cpp.

11360{
11361 const WORLDPTR active_world = world_generator->active_world;
11362 if( active_world == nullptr ) {
11363 return;
11364 }
11365
11366 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11367 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11368 MAPBUFFER.reset();
11370 try {
11371 setup();
11372 } catch( const std::exception &err ) {
11373 debugmsg( "Error: %s", err.what() );
11374 }
11376 }
11377 } else {
11378 popup_getkey( _( "No saves for %s yet." ), u.name );
11379 }
11380}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2598
void setup()
Definition: game.cpp:567
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11337 of file game.cpp.

11338{
11339 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11340 if( !moves_since_last_save ) {
11341 return;
11342 }
11343 add_msg( m_info, _( "Saving game, this may take a while" ) );
11344
11346 popup.message( "%s", _( "Saving game, this may take a while" ) );
11349
11350 time_t now = time( nullptr ); //timestamp for start of saving procedure
11351
11352 //perform save
11353 save();
11354 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11356 last_save_timestamp = now;
11357}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 555 of file game.cpp.

556{
557 if( was_fullscreen ) {
558 if( !fullscreen ) {
560 }
561 }
562}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 967 of file game.cpp.

968{
969 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
970 // and not invoke "on_load" for those NPCs that avoided unloading this way.
971 unload_npcs();
972 load_npcs();
973}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 523 of file game.cpp.

524{
525#if defined(TILES)
526 try {
527 tilecontext->reinit();
528 std::vector<mod_id> dummy;
529 tilecontext->load_tileset(
530 get_option<std::string>( "TILES" ),
531 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
532 false, true
533 );
534 tilecontext->do_tile_loading_report();
535 } catch( const std::exception &err ) {
536 popup( _( "Loading the tileset failed: %s" ), err.what() );
537 }
538 g->reset_zoom();
539 g->mark_main_ui_adaptor_resize();
540#endif // TILES
541}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2339 of file game.cpp.

2340{
2342 return remoteveh_cache;
2343 }
2345 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2346 if( remote_veh_string.str().empty() ||
2348 remoteveh_cache = nullptr;
2349 } else {
2350 tripoint vp;
2351 remote_veh_string >> vp.x >> vp.y >> vp.z;
2352 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2353 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2354 remoteveh_cache = veh;
2355 } else {
2356 remoteveh_cache = nullptr;
2357 }
2358 }
2359 return remoteveh_cache;
2360}
vehicle * remoteveh_cache
Definition: game.h:1066
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1973 of file game.cpp.

1974{
1975 follower_ids.erase( id );
1976 u.follower_ids.erase( id );
1977}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4839 of file game.cpp.

4840{
4841 critter_tracker->remove( critter );
4842}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10857 of file game.cpp.

10858{
10859 for( auto &elem : coming_to_stairs ) {
10860 elem.staircount = 0;
10861 const tripoint pnt( elem.pos().xy(), get_levz() );
10862 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10863 }
10864
10865 coming_to_stairs.clear();
10866}
std::vector< monster > coming_to_stairs
Definition: game.h:1004

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7235 of file game.cpp.

7236{
7237 const int width = getmaxx( window );
7238 for( int i = 1; i < TERMX; i++ ) {
7239 if( i < width ) {
7240 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7241 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7242 LINE_OXOX ); // -
7243 }
7244
7245 if( i < TERMY - height ) {
7246 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7247 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7248 }
7249 }
7250
7251 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7252 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7253
7254 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7255 LINE_XXXO ); // |-
7256 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7257 LINE_XOXX ); // -|
7258
7259 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7260 wprintz( window, c_white, _( "Items" ) );
7261
7262 std::string sSort;
7263 if( bRadiusSort ) {
7264 //~ Sort type: distance.
7265 sSort = _( "<s>ort: dist" );
7266 } else {
7267 //~ Sort type: category.
7268 sSort = _( "<s>ort: cat" );
7269 }
7270
7271 int letters = utf8_width( sSort );
7272
7273 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7274
7275 std::vector<std::string> tokens;
7276 if( !sFilter.empty() ) {
7277 tokens.emplace_back( _( "<R>eset" ) );
7278 }
7279
7280 tokens.emplace_back( _( "<E>xamine" ) );
7281 tokens.emplace_back( _( "<C>ompare" ) );
7282 tokens.emplace_back( _( "<F>ilter" ) );
7283 tokens.emplace_back( _( "<+/->Priority" ) );
7284
7285 int gaps = tokens.size() + 1;
7286 letters = 0;
7287 int n = tokens.size();
7288 for( int i = 0; i < n; i++ ) {
7289 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7290 }
7291
7292 int usedwidth = letters;
7293 const int gap_spaces = ( width - usedwidth ) / gaps;
7294 usedwidth += gap_spaces * gaps;
7295 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7296
7297 for( int i = 0; i < n; i++ ) {
7298 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7299 tokens[i] ) + gap_spaces;
7300 }
7301}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3700 of file game.cpp.

3701{
3702 for( float &lev : latest_lightlevels ) {
3703 lev = -std::numeric_limits<float>::max();
3704 }
3705}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2775 of file game.cpp.

2776{
2777 for( auto elem : follower_ids ) {
2778 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2779 if( !npc_to_get ) {
2780 continue;
2781 }
2782 npc *npc_to_add = npc_to_get.get();
2783 npc_to_add->chatbin.missions.clear();
2784 npc_to_add->chatbin.missions_assigned.clear();
2785 npc_to_add->mission = NPC_MISSION_NULL;
2786 npc_to_add->chatbin.mission_selected = nullptr;
2787 npc_to_add->set_attitude( NPCATT_NULL );
2788 npc_to_add->op_of_u.anger = 0;
2789 npc_to_add->op_of_u.fear = 0;
2790 npc_to_add->op_of_u.trust = 0;
2791 npc_to_add->op_of_u.value = 0;
2792 npc_to_add->op_of_u.owed = 0;
2793 npc_to_add->set_fac( faction_id( "no_faction" ) );
2795 npc_to_add->global_omt_location(),
2796 npc_to_add->getID() ) );
2797
2798 }
2799
2800}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2640
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:466
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7150 of file game.cpp.

7151{
7152#if defined(TILES)
7154 rescale_tileset( tileset_zoom );
7155#endif // TILES
7156}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4970 of file game.cpp.

4971{
4972 if( !it.is_corpse() ) {
4973 debugmsg( "Tried to revive a non-corpse." );
4974 return false;
4975 }
4976 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4977 ( it.get_mtype()->id );
4978 monster &critter = *newmon_ptr;
4979 critter.init_from_item( it );
4980 if( critter.get_hp() < 1 ) {
4981 // Failed reanimation due to corpse being too burned
4982 return false;
4983 }
4984 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4985 it.has_flag( "QUARTERED" ) ) {
4986 // Failed reanimation due to corpse being butchered
4987 return false;
4988 }
4989
4990 critter.no_extra_death_drops = true;
4991 critter.add_effect( effect_downed, 5_turns, num_bp );
4992 for( const item &component : it.components ) {
4993 critter.corpse_components.push_back( component );
4994 }
4995
4996 if( it.get_var( "zlave" ) == "zlave" ) {
4997 critter.add_effect( effect_pacified, 1_turns, num_bp );
4998 critter.add_effect( effect_pet, 1_turns, num_bp );
4999 }
5000
5001 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
5002 for( auto &ammo : critter.ammo ) {
5003 ammo.second = 0;
5004 }
5005 }
5006
5007 return place_critter_at( newmon_ptr, p );
5008}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4767
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1024
const mtype * get_mtype() const
Definition: item.cpp:6472
std::list< item > components
Definition: item.h:2158
bool has_flag(const std::string &flag) const
Definition: item.cpp:5189
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6467
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2898
bool no_extra_death_drops
Definition: monster.h:482
std::vector< item > corpse_components
Definition: monster.h:459
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2762
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2876 of file game.cpp.

2877{
2878 try {
2879 if( !save_player_data() ||
2881 !save_artifacts() ||
2882 !save_maps() ||
2883 !get_auto_pickup().save_character() ||
2885 !get_safemode().save_character() ||
2886 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2887 JsonOut jsout( fout );
2888 uistate.serialize( jsout );
2889 }, _( "uistate data" ) ) ) {
2890 return false;
2891 } else {
2892 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
2893 return true;
2894 }
2895 } catch( std::ios::failure &err ) {
2896 popup( _( "Failed to save game data" ) );
2897 return false;
2898 }
2899}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:2830
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2811 of file game.cpp.

2812{
2813 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2814 return ::save_artifacts( artfilename );
2815}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5010 of file game.cpp.

5011{
5012 int assist_bonus = installer.get_effect_int( effect_assisted );
5013
5014 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5017 -1 );
5018
5019 int damage = cyborg->damage();
5020 int dmg_lvl = cyborg->damage_level( 4 );
5021 int difficulty = 12;
5022
5023 if( damage != 0 ) {
5024
5025 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5026 dmg_lvl );
5027
5028 // Damage of the cyborg increases difficulty
5029 difficulty += dmg_lvl;
5030 }
5031
5032 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5033 int success = chance_of_success - rng( 1, 100 );
5034
5035 if( !g->u.query_yn(
5036 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5037 100 - static_cast<int>( chance_of_success ) ) ) {
5038 return;
5039 }
5040
5041 if( success > 0 ) {
5042 add_msg( m_good, _( "Successfully removed Personality override." ) );
5043 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5044
5045 m.i_rem( couch_pos, cyborg );
5046
5047 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5048 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5049 tmp->normalize();
5050 tmp->load_npc_template( npc_cyborg );
5051 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5053 tmp->hurtall( dmg_lvl * 10, nullptr );
5054 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5055 load_npcs();
5056
5057 } else {
5058 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5059 adjusted_skill ) );
5060 const int fail_type = std::min( 5, failure_level );
5061 switch( fail_type ) {
5062 case 1:
5063 case 2:
5064 add_msg( m_info, _( "The removal fails." ) );
5065 add_msg( m_bad, _( "The body is damaged." ) );
5066 cyborg->set_damage( damage + 1000 );
5067 break;
5068 case 3:
5069 case 4:
5070 add_msg( m_info, _( "The removal fails badly." ) );
5071 add_msg( m_bad, _( "The body is badly damaged!" ) );
5072 cyborg->set_damage( damage + 2000 );
5073 break;
5074 case 5:
5075 add_msg( m_info, _( "The removal is a catastrophe." ) );
5076 add_msg( m_bad, _( "The body is destroyed!" ) );
5077 m.i_rem( couch_pos, cyborg );
5078 break;
5079 default:
5080 break;
5081 }
5082
5083 }
5084
5085}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:713
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:700
int damage() const
How much damage has the item sustained?
Definition: item.cpp:695
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4084
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2803 of file game.cpp.

2804{
2805 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2806 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2807 serialize_master( fout );
2808 }, _( "factions data" ) );
2809}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1238

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2817 of file game.cpp.

2818{
2819 try {
2820 m.save();
2821 overmap_buffer.save(); // can throw
2822 MAPBUFFER.save(); // can throw
2823 return true;
2824 } catch( const std::exception &err ) {
2825 popup( _( "Failed to save the maps: %s" ), err.what() );
2826 return false;
2827 }
2828}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2830 of file game.cpp.

2831{
2832 const std::string playerfile = get_player_base_save_path();
2833
2834 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2835 serialize( fout );
2836 }, _( "player data" ) );
2837 const bool saved_map_memory = u.save_map_memory();
2838 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2839 std::ostream & fout ) {
2840 fout << memorial().dump();
2841 }, _( "player memorial" ) );
2842#if defined(__ANDROID__)
2843 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2844 std::ostream & fout ) {
2845 save_shortcuts( fout );
2846 }, _( "quick shortcuts" ) );
2847#endif
2848
2849 return saved_data && saved_map_memory && saved_log
2850#if defined(__ANDROID__)
2851 && saved_shortcuts
2852#endif
2853 ;
2854}
bool save_map_memory()
Definition: avatar.cpp:129
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12074
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:996
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1238 of file savegame.cpp.

1239{
1240 fout << "# version " << savegame_version << std::endl;
1241 try {
1242 JsonOut json( fout, true ); // pretty-print
1243 json.start_object();
1244
1245 json.member( "next_mission_id", next_mission_id );
1246 json.member( "next_npc_id", next_npc_id );
1247
1248 json.member( "active_missions" );
1249 mission::serialize_all( json );
1250
1251 json.member( "factions", *faction_manager_ptr );
1252 json.member( "seed", seed );
1253
1254 json.member( "weather" );
1255 json.start_object();
1256 json.member( "lightning", get_weather().lightning_active );
1257 json.end_object();
1258
1259 json.end_object();
1260 } catch( const JsonError &e ) {
1261 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1262 }
1263}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1229

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1881 of file game.cpp.

1882{
1883 critter_died = true;
1884}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1698 of file game.cpp.

1699{
1700 // remove the previous driving offset,
1701 // store the new offset and apply the new offset.
1708}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1876 of file game.cpp.

1877{
1878 npcs_dirty = true;
1879}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8697 of file game.cpp.

8698{
8699 safe_mode = mode;
8701}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7158 of file game.cpp.

7159{
7160#if defined(TILES)
7161 if( tileset_zoom != level ) {
7162 tileset_zoom = level;
7163 rescale_tileset( tileset_zoom );
7164 }
7165#else
7166 static_cast<void>( level );
7167#endif // TILES
7168}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2362 of file game.cpp.

2363{
2365 remoteveh_cache = veh;
2366 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2368 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2369 veh = nullptr;
2370 }
2371
2372 if( veh == nullptr ) {
2373 u.remove_value( "remote_controlling_vehicle" );
2374 return;
2375 }
2376
2377 std::stringstream remote_veh_string;
2378 const tripoint vehpos = veh->global_pos3();
2379 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2380 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2381}
void remove_value(const std::string &key)
Definition: creature.cpp:1336

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 567 of file game.cpp.

568{
569 loading_ui ui( true );
570 {
573 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
576
578 }
579
581
582 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
583 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
584 }
585
586 m = map( get_option<bool>( "ZLEVELS" ) );
587
589 next_mission_id = 1;
590 new_game = true;
591 uquit = QUIT_NO; // We haven't quit the game
592 bVMonsterLookFire = true;
593
594 // invalidate calendar caches in case we were previously playing
595 // a different world
596 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
597 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
598
601
602 turnssincelastmon = 0; //Auto safe mode init
603
606 coming_to_stairs.clear();
607 active_npc.clear();
608 faction_manager_ptr->clear();
613
614 SCT.vSCT.clear(); //Delete pending messages
615
616 stats().clear();
617 // reset kill counts
618 kill_tracker_ptr->clear();
620 // reset follower list
621 follower_ids.clear();
622 scent.reset();
623
625 remoteveh_cache = nullptr;
626
627 token_provider_ptr->clear();
628 // back to menu for save loading, new game etc
629}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4844
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2710
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4697 of file game.cpp.

4698{
4699 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4700 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4701 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4702 }
4703 if( critter.is_monster() ) {
4704 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4705 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4706 return std::dynamic_pointer_cast<T>( mon_ptr );
4707 }
4708 }
4709 }
4710 if( critter.is_npc() ) {
4711 for( auto &cur_npc : active_npc ) {
4712 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4713 return std::dynamic_pointer_cast<T>( cur_npc );
4714 }
4715 }
4716 }
4717 return nullptr;
4718}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12087 of file game.cpp.

12088{
12089 for( tripoint &p : destination_preview ) {
12090 p += delta;
12091 }
12092}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11092 of file game.cpp.

11093{
11094 // If either shift argument is non-zero, we're shifting.
11095 if( shift == tripoint_zero ) {
11096 return;
11097 }
11098 for( monster &critter : all_monsters() ) {
11099 if( shift.xy() != point_zero ) {
11100 critter.shift( shift.xy() );
11101 }
11102
11103 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11104 // We're inbounds, so don't despawn after all.
11105 // No need to shift Z-coordinates, they are absolute
11106 continue;
11107 }
11108 // Either a vertical shift or the critter is now outside of the reality bubble,
11109 // anyway: it must be saved and removed.
11110 despawn_monster( critter );
11111 }
11112 // The order in which zombies are shifted may cause zombies to briefly exist on
11113 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11114 critter_tracker->rebuild_cache();
11115}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12094 of file game.cpp.

12095{
12096 ///\EFFECT_DEX decreases chances of slipping while climbing
12097 int climb = u.dex_cur;
12098 if( u.has_trait( trait_BADKNEES ) ) {
12099 climb = climb / 2;
12100 }
12101 if( one_in( climb ) ) {
12102 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12103 if( climb <= 1 ) {
12104 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12105 }
12106 return true;
12107 }
12108 return false;
12109}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4855 of file game.cpp.

4856{
4857 if( one_in( 100 ) ) {
4858 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4859 tmp->normalize();
4860 tmp->randomize( NC_HALLU );
4861 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4862 if( !critter_at( p, true ) ) {
4864 load_npcs();
4865 return true;
4866 } else {
4867 return false;
4868 }
4869 }
4870
4872 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4873 phantasm->hallucination = true;
4874 phantasm->spawn( p );
4875
4876 //Don't attempt to place phantasms inside of other creatures
4877 if( !critter_at( phantasm->pos(), true ) ) {
4878 return critter_tracker->add( phantasm );
4879 } else {
4880 return false;
4881 }
4882}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2871 of file game.cpp.

2872{
2873 return *spell_events_ptr;
2874}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11656 of file game.cpp.

11657{
11658 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11659 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11660 scen->has_flag( "SUM_ADV_START" );
11661
11663 if( scen_season ) {
11664 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11666 get_option<int>( "INITIAL_TIME" );
11667 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11668 if( scen->has_flag( "SPR_START" ) ) {
11670 } else if( scen->has_flag( "SUM_START" ) ) {
11673 } else if( scen->has_flag( "AUT_START" ) ) {
11676 } else if( scen->has_flag( "WIN_START" ) ) {
11679 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11682 } else {
11683 debugmsg( "The Unicorn" );
11684 }
11685 } else {
11686 // No scenario, so use the starting date+time configured in world options
11687 int initial_days = get_option<int>( "INITIAL_DAY" );
11688 if( initial_days == -1 ) {
11689 // 0 - 363 for a 91 day season
11690 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11691 }
11693
11694 // Determine the season based off how long the seasons are set to be
11695 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11696 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11697 if( season_number == 0 ) {
11699 } else if( season_number == 1 ) {
11701 } else if( season_number == 2 ) {
11703 } else {
11705 }
11706
11708 + 1_hours * get_option<int>( "INITIAL_TIME" )
11709 + 1_days * get_option<int>( "SPAWN_DELAY" );
11710 }
11711
11713}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1003
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 654 of file game.cpp.

655{
656 if( !gamemode ) {
657 gamemode = std::make_unique<special_game>();
658 }
659
660 seed = rng_bits();
661 new_game = true;
664 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
665 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
667
669
672 popup.message( "%s", _( "Please wait as we build your world" ) );
675
676 load_master();
677 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
678
682 do {
683 omtstart = start_loc.find_player_initial_location();
684 if( omtstart == overmap::invalid_tripoint ) {
685 if( query_yn(
686 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
689 } else {
690 return false;
691 }
692 }
693 } while( omtstart == overmap::invalid_tripoint );
694
695 start_loc.prepare_map( omtstart );
696
697 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
698 if( u.starting_vehicle &&
699 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
700 std::vector<std::string> {} ) ) {
701 debugmsg( "could not place starting vehicle" );
702 }
703
704 if( scen->has_map_extra() ) {
705 // Map extras can add monster spawn points and similar and should be done before the main
706 // map is loaded.
707 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
708 }
709
710 // TODO: fix point types
711 tripoint lev = project_to<coords::sm>( omtstart ).raw();
712 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
713 lev.x -= HALF_MAPSIZE;
714 lev.y -= HALF_MAPSIZE;
715 load_map( lev );
716
719 // Do this after the map cache has been built!
720 start_loc.place_player( u );
721 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
724 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
726 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
727
728 u.moves = 0;
729 u.process_turn(); // process_turn adds the initial move points
733 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
735
736 //Reset character safe mode/pickup rules
741
742 //Put some NPCs in there!
743 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
744 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
745 !g->scen->has_flag( "LONE_START" ) ) ) {
747 }
748 //Load NPCs. Set nearby npcs to active.
749 load_npcs();
750 // Spawn the monsters
751 const bool spawn_near =
752 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
753 // Surrounded start ones
754 if( spawn_near ) {
755 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
756 }
757
758 m.spawn_monsters( !spawn_near ); // Static monsters
759
760 // Make sure that no monsters are near the player
761 // This can happen in lab starts
762 if( !spawn_near ) {
763 for( monster &critter : all_monsters() ) {
764 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
765 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
766 remove_zombie( critter );
767 }
768 }
769 }
770
771 //Create mutation_category_level
773 //Calculate mutation drench protection stats
776 if( scen->has_flag( "FIRE_START" ) ) {
777 start_loc.burn( omtstart, 3, 3 );
778 }
779 if( scen->has_flag( "INFECTED" ) ) {
781 }
782 if( scen->has_flag( "BAD_DAY" ) ) {
783 u.add_effect( effect_flu, 1000_minutes );
784 u.add_effect( effect_drunk, 270_minutes );
785 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
786 }
787 if( scen->has_flag( "HELI_CRASH" ) ) {
788 start_loc.handle_heli_crash( u );
789 bool success = false;
790 for( auto v : m.get_vehicles() ) {
791 std::string name = v.v->type.str();
792 std::string search = std::string( "helicopter" );
793 if( name.find( search ) != std::string::npos ) {
794 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
795 const tripoint pos = vp.pos();
796 u.setpos( pos );
797
798 // Delete the items that would have spawned here from a "corpse"
799 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
800 vehicle_stack here = v.v->get_items( sp );
801
802 for( auto iter = here.begin(); iter != here.end(); ) {
803 iter = here.erase( iter );
804 }
805 }
806
807 auto mons = critter_tracker->find( pos );
808 if( mons != nullptr ) {
809 critter_tracker->remove( *mons );
810 }
811
812 success = true;
813 break;
814 }
815 if( success ) {
816 v.v->name = "Bird Wreckage";
817 break;
818 }
819 }
820 }
821 }
822 if( scen->has_flag( "BORDERED" ) ) {
823 overmap &starting_om = get_cur_om();
824 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
825 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
827 }
828
829 }
830 for( auto &e : u.inv_dump() ) {
831 e->set_owner( g->u );
832 }
833 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
834 update_map( u );
835 // Profession pets
836 for( const mtype_id &elem : u.starting_pets ) {
837 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
838 mon->friendly = -1;
839 mon->add_effect( effect_pet, 1_turns, num_bp );
840 } else {
841 add_msg( m_debug, "cannot place starting pet, no space!" );
842 }
843 }
844 // Assign all of this scenario's missions to the player.
845 for( const mission_type_id &m : scen->missions() ) {
846 const auto mission = mission::reserve_new( m, character_id() );
847 mission->assign( u );
848 }
849
850 g->events().send<event_type::game_start>( u.getID() );
851 return true;
852}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2215
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7946
void set_stamina(int new_stamina)
Definition: character.cpp:7208
time_point next_climate_control_check
Definition: character.h:2214
int get_stamina_max() const
Definition: character.cpp:7199
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7923
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11656
void create_starting_npcs()
Definition: game.cpp:980
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11954
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:854
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6386
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2163
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:592
vproto_id starting_vehicle
Definition: player.h:604
std::vector< mtype_id > starting_pets
Definition: player.h:605
start_location_id start_location
Definition: player.h:593
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:127
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:98
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10455 of file game.cpp.

10456{
10457 // Find target items and quantities thereof for the new activity
10458 std::vector<item_location> target_items;
10459 std::vector<int> quantities;
10460
10461 map_stack items = m.i_at( pos );
10462 for( item &it : items ) {
10463 // Liquid cannot be picked up
10464 if( it.made_of( LIQUID ) ) {
10465 continue;
10466 }
10467 target_items.emplace_back( map_cursor( pos ), &it );
10468 // Quantity of 0 means move all
10469 quantities.push_back( 0 );
10470 }
10471
10472 if( target_items.empty() ) {
10473 // Nothing to haul
10474 return;
10475 }
10476
10477 // Whether the destination is inside a vehicle (not supported)
10478 const bool to_vehicle = false;
10479 // Destination relative to the player
10480 const tripoint relative_destination{};
10481
10483 target_items,
10484 quantities,
10485 to_vehicle,
10486 relative_destination
10487 ) ) );
10488}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2861 of file game.cpp.

2862{
2863 return *stats_tracker_ptr;
2864}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4884 of file game.cpp.

4885{
4886 if( &a == &b ) {
4887 // No need to do anything, but print a debugmsg anyway
4888 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4889 return true;
4890 }
4891 if( critter_at( a.pos() ) != &a ) {
4892 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4893 b.disp_name(), critter_at( a.pos() )->disp_name() );
4894 return false;
4895 }
4896 if( critter_at( b.pos() ) != &b ) {
4897 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4898 a.disp_name(), critter_at( b.pos() )->disp_name() );
4899 return false;
4900 }
4901 // Simplify by "sorting" the arguments
4902 // Only the first argument can be u
4903 // If swapping player/npc with a monster, monster is second
4904 bool a_first = a.is_player() ||
4905 ( a.is_npc() && !b.is_player() );
4906 Creature &first = a_first ? a : b;
4907 Creature &second = a_first ? b : a;
4908 // Possible options:
4909 // both first and second are monsters
4910 // second is a monster, first is a player or an npc
4911 // first is a player, second is an npc
4912 // both first and second are npcs
4913 if( first.is_monster() ) {
4914 monster *m1 = dynamic_cast< monster * >( &first );
4915 monster *m2 = dynamic_cast< monster * >( &second );
4916 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4917 debugmsg( "Couldn't swap two monsters" );
4918 return false;
4919 }
4920
4921 critter_tracker->swap_positions( *m1, *m2 );
4922 return true;
4923 }
4924
4925 player *u_or_npc = dynamic_cast< player * >( &first );
4926 player *other_npc = dynamic_cast< player * >( &second );
4927
4928 if( u_or_npc->in_vehicle ) {
4929 m.unboard_vehicle( u_or_npc->pos() );
4930 }
4931
4932 if( other_npc && other_npc->in_vehicle ) {
4933 m.unboard_vehicle( other_npc->pos() );
4934 }
4935
4936 tripoint temp = second.pos();
4937 second.setpos( first.pos() );
4938
4939 if( first.is_player() ) {
4940 walk_move( temp );
4941 } else {
4942 first.setpos( temp );
4943 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4944 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4945 }
4946 }
4947
4948 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4949 m.board_vehicle( other_npc->pos(), other_npc );
4950 }
4951 return true;
4952}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8835
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7227 of file game.cpp.

7228{
7229 popup( _( "This binary was not compiled with tiles support." ) );
7230 return false;
7231}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7221 of file game.cpp.

7222{
7223 popup( _( "This binary was not compiled with tiles support." ) );
7224 return false;
7225}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 545 of file game.cpp.

546{
547 if( fullscreen ) {
548 was_fullscreen = true;
550 } else {
551 was_fullscreen = false;
552 }
553}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11263 of file game.cpp.

11264{
11266}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 502 of file game.cpp.

503{
504#if !defined(TILES)
507#else
508 toggle_fullscreen_window();
509#endif
510}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 512 of file game.cpp.

513{
514#if defined(TILES)
516 clear_window_area( w_pixel_minimap );
517 }
520#endif // TILES
521}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2383 of file game.cpp.

2384{
2385 bool new_destination = true;
2386 if( !destination_preview.empty() ) {
2387 auto &final_destination = destination_preview.back();
2388 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2389 // Second click
2390 new_destination = false;
2392 destination_preview.clear();
2394 if( act == ACTION_NULL ) {
2395 // Something went wrong
2397 return false;
2398 }
2399 }
2400 }
2401
2402 if( new_destination ) {
2404 u.get_path_avoid() );
2405 return false;
2406 }
2407
2408 return true;
2409}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2411 of file game.cpp.

2412{
2413 const bool cleared_destination = !destination_preview.empty();
2415 destination_preview.clear();
2416
2417 if( cleared_destination ) {
2418 // Produce no-op if auto-move had just been cleared on this action
2419 // e.g. from a previous single left mouse click. This has the effect
2420 // of right-click canceling an auto-move before it is initiated.
2421 return false;
2422 }
2423
2424 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2425 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2426 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2427 if( !u.sees( *mon ) ) {
2428 add_msg( _( "Nothing relevant here." ) );
2429 return false;
2430 }
2431
2432 if( !u.weapon.is_gun() ) {
2433 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2434 return false;
2435 }
2436
2437 // TODO: Add weapon range check. This requires weapon to be reloaded.
2438
2439 act = ACTION_FIRE;
2440 } else if( is_adjacent &&
2441 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2442 true ) ) {
2443 act = ACTION_CLOSE;
2444 } else if( is_self ) {
2446 } else if( is_adjacent ) {
2448 } else {
2449 add_msg( _( "Nothing relevant here." ) );
2450 return false;
2451 }
2452
2453 return true;
2454}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3955
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 958 of file game.cpp.

959{
960 for( const auto &npc : active_npc ) {
961 npc->on_unload();
962 }
963
964 active_npc.clear();
965}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2645

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map( tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ) );
207
208 safe_mode = static_cast<safe_mode_type>( tmprun );
209 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
211 }
212
213 std::string linebuff;
214 std::string linebuf;
215 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
216 scent.deserialize( linebuf );
217 scent.deserialize( linebuff, true );
218 } else {
219 scent.reset();
220 }
221 data.read( "active_monsters", *critter_tracker );
222
223 coming_to_stairs.clear();
224 for( auto elem : data.get_array( "stair_monsters" ) ) {
225 monster stairtmp;
226 elem.read( stairtmp );
227 coming_to_stairs.push_back( stairtmp );
228 }
229
230 if( data.has_object( "kill_tracker" ) ) {
231 data.read( "kill_tracker", *kill_tracker_ptr );
232 } else {
233 // Legacy support for when kills were stored directly in game
234 std::map<mtype_id, int> kills;
235 std::vector<std::string> npc_kills;
236 for( const JsonMember member : data.get_object( "kills" ) ) {
237 kills[mtype_id( member.name() )] = member.get_int();
238 }
239
240 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
241 npc_kills.push_back( npc_name );
242 }
243
244 kill_tracker_ptr->reset( kills, npc_kills );
245 }
246
247 data.read( "player", u );
248 data.read( "stats_tracker", *stats_tracker_ptr );
249 data.read( "achievements_tracker", *achievements_tracker_ptr );
250 data.read( "token_provider", token_provider_ptr );
251 Messages::deserialize( data );
252
253 } catch( const JsonError &jsonerr ) {
254 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
255 return;
256 }
257}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:259
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:402
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1188 of file savegame.cpp.

1189{
1191 chkversion( fin );
1192 if( savegame_loading_version < 11 ) {
1193 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1194 popup->message(
1195 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1199 }
1200 try {
1201 // single-pass parsing example
1202 JsonIn jsin( fin );
1203 jsin.start_object();
1204 while( !jsin.end_object() ) {
1205 std::string name = jsin.get_member_name();
1206 if( name == "next_mission_id" ) {
1207 next_mission_id = jsin.get_int();
1208 } else if( name == "next_npc_id" ) {
1209 next_npc_id.deserialize( jsin );
1210 } else if( name == "active_missions" ) {
1212 } else if( name == "factions" ) {
1213 jsin.read( *faction_manager_ptr );
1214 } else if( name == "seed" ) {
1215 jsin.read( seed );
1216 } else if( name == "weather" ) {
1217 JsonObject w = jsin.get_object();
1218 w.read( "lightning", get_weather().lightning_active );
1219 } else {
1220 // silently ignore anything else
1221 jsin.skip_value();
1222 }
1223 }
1224 } catch( const JsonError &e ) {
1225 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1226 }
1227}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1178

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10723 of file game.cpp.

10724{
10725 point shift;
10726
10727 while( x < HALF_MAPSIZE_X ) {
10728 x += SEEX;
10729 shift.x--;
10730 }
10731 while( x >= HALF_MAPSIZE_X + SEEX ) {
10732 x -= SEEX;
10733 shift.x++;
10734 }
10735 while( y < HALF_MAPSIZE_Y ) {
10736 y += SEEY;
10737 shift.y--;
10738 }
10739 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10740 y -= SEEY;
10741 shift.y++;
10742 }
10743
10744 if( shift == point_zero ) {
10745 // adjust player position
10746 u.setpos( tripoint( x, y, get_levz() ) );
10747 // Update what parts of the world map we can see
10748 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10749 // TODO: only make this call if we changed z-level
10751 // Not actually shifting the submaps, all the stuff below would do nothing
10752 return point_zero;
10753 }
10754
10755 // this handles loading/unloading submaps that have scrolled on or off the viewport
10756 // NOLINTNEXTLINE(cata-use-named-point-constants)
10757 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10758 point remaining_shift = shift;
10759 while( remaining_shift != point_zero ) {
10760 point this_shift = clamp( remaining_shift, size_1 );
10761 m.shift( this_shift );
10762 remaining_shift -= this_shift;
10763 }
10764
10765 grid_tracker_ptr->load( m );
10766
10767 // Shift monsters
10768 shift_monsters( tripoint( shift, 0 ) );
10769 const point shift_ms = sm_to_ms_copy( shift );
10770 u.shift_destination( -shift_ms );
10771
10772 // Shift NPCs
10773 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10774 ( *it )->shift( shift );
10775 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10776 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10777 //Remove the npc from the active list. It remains in the overmap list.
10778 ( *it )->on_unload();
10779 it = active_npc.erase( it );
10780 } else {
10781 it++;
10782 }
10783 }
10784
10785 scent.shift( shift_ms );
10786
10787 // Also ensure the player is on current z-level
10788 // get_levz() should later be removed, when there is no longer such a thing
10789 // as "current z-level"
10790 u.setpos( tripoint( x, y, get_levz() ) );
10791
10792 // Only do the loading after all coordinates have been shifted.
10793
10794 // Check for overmap saved npcs that should now come into view.
10795 // Put those in the active list.
10796 load_npcs();
10797
10798 // Make sure map cache is consistent since it may have shifted.
10799 if( m.has_zlevels() ) {
10800 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10801 m.invalidate_map_cache( zlev );
10802 }
10803 } else {
10805 }
10807
10808 // Spawn monsters if appropriate
10809 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10810 m.spawn_monsters( false ); // Static monsters
10811
10812 // Update what parts of the world map we can see
10814
10815 return shift;
10816}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11092
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6755
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10717 of file game.cpp.

10718{
10719 point p2( p.posx(), p.posy() );
10720 return update_map( p2.x, p2.y );
10721}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10818 of file game.cpp.

10819{
10820 const tripoint_abs_omt ompos = u.global_omt_location();
10821 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10822 const int dist_squared = dist * dist;
10823 // We can always see where we're standing
10824 overmap_buffer.set_seen( ompos, true );
10825 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10826 const point_rel_omt delta = p.xy() - ompos.xy();
10827 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10828 if( trigdist && h_squared > dist_squared ) {
10829 continue;
10830 }
10831 if( delta == point_rel_omt() ) {
10832 // 1. This case is already handled outside of the loop
10833 // 2. Calculating multiplier would cause division by zero
10834 continue;
10835 }
10836 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10837 point abs_delta = delta.raw().abs();
10838 int max_delta = std::max( abs_delta.x, abs_delta.y );
10839 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10840 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10841 float sight_points = dist;
10842 for( auto it = line.begin();
10843 it != line.end() && sight_points >= 0; ++it ) {
10844 const oter_id &ter = overmap_buffer.ter( *it );
10845 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10846 }
10847 if( sight_points >= 0 ) {
10848 tripoint_abs_omt seen( p );
10849 do {
10850 overmap_buffer.set_seen( seen, true );
10851 --seen.z();
10852 } while( seen.z() >= 0 );
10853 }
10854 }
10855}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:771
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10870 of file game.cpp.

10871{
10872 // Search for the stairs closest to the player.
10873 std::vector<int> stairx;
10874 std::vector<int> stairy;
10875 std::vector<int> stairdist;
10876
10877 const bool from_below = monstairz < get_levz();
10878
10879 if( coming_to_stairs.empty() ) {
10880 return;
10881 }
10882
10883 if( m.has_zlevels() ) {
10884 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10885 coming_to_stairs.size() );
10886 coming_to_stairs.clear();
10887 }
10888
10889 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10890 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10891 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10892 stairx.push_back( dest.x );
10893 stairy.push_back( dest.y );
10894 stairdist.push_back( rl_dist( dest, u.pos() ) );
10895 }
10896 }
10897 if( stairdist.empty() ) {
10898 return; // Found no stairs?
10899 }
10900
10901 // Find closest stairs.
10902 size_t si = 0;
10903 for( size_t i = 0; i < stairdist.size(); i++ ) {
10904 if( stairdist[i] < stairdist[si] ) {
10905 si = i;
10906 }
10907 }
10908
10909 // Find up to 4 stairs for distance stairdist[si] +1
10910 std::vector<int> nearest;
10911 nearest.push_back( si );
10912 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10913 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10914 nearest.push_back( i );
10915 }
10916 }
10917 // Randomize the stair choice
10918 si = random_entry_ref( nearest );
10919
10920 // Attempt to spawn zombies.
10921 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10922 point mpos( stairx[si], stairy[si] );
10923 monster &critter = coming_to_stairs[i];
10924 const tripoint dest {
10925 mpos, g->get_levz()
10926 };
10927
10928 // We might be not be visible.
10929 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10930 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10931 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10932 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10933 continue;
10934 }
10935
10936 critter.staircount -= 4;
10937 // Let the player know zombies are trying to come.
10938 if( u.sees( dest ) ) {
10939 std::string dump;
10940 if( critter.staircount > 4 ) {
10941 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10942 } else {
10943 if( critter.staircount > 0 ) {
10944 dump += ( from_below ?
10945 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10946 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10947 critter.name(),
10948 m.tername( dest ) ) :
10949 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10950 critter.name(),
10951 m.tername( dest ) ) );
10952 }
10953 }
10954
10955 add_msg( m_warning, dump );
10956 } else {
10958 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10959 }
10960
10961 if( critter.staircount > 0 ) {
10962 continue;
10963 }
10964
10965 if( is_empty( dest ) ) {
10966 critter.spawn( dest );
10967 critter.staircount = 0;
10968 place_critter_at( make_shared_fast<monster>( critter ), dest );
10969 if( u.sees( dest ) ) {
10970 if( !from_below ) {
10971 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10972 critter.name(),
10973 m.tername( dest ) );
10974 } else {
10975 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10976 critter.name(),
10977 m.tername( dest ) );
10978 }
10979 }
10980 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10981 continue;
10982 } else if( u.pos() == dest ) {
10983 // Monster attempts to push player of stairs
10985 int tries = 0;
10986
10987 // the critter is now right on top of you and will attack unless
10988 // it can find a square to push you into with one of his tries.
10989 const int creature_push_attempts = 9;
10990 const int player_throw_resist_chance = 3;
10991
10992 critter.spawn( dest );
10993 while( tries < creature_push_attempts ) {
10994 tries++;
10995 push.x = rng( -1, 1 );
10996 push.y = rng( -1, 1 );
10997 point ipos( mpos + push );
10998 tripoint pos( ipos, get_levz() );
10999 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
11000 critter.can_move_to( pos ) ) {
11001 bool resiststhrow = ( u.is_throw_immune() ) ||
11003 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
11004 u.moves -= 25; // small charge for avoiding the push altogether
11005 add_msg( _( "The %s fails to push you back!" ),
11006 critter.name() );
11007 return; //judo or leg brace prevent you from getting pushed at all
11008 }
11009 // Not accounting for tentacles latching on, so..
11010 // Something is about to happen, lets charge half a move
11011 u.moves -= 50;
11012 if( resiststhrow && ( u.is_throw_immune() ) ) {
11013 //we have a judoka who isn't getting pushed but counterattacking now.
11014 mattack::thrown_by_judo( &critter );
11015 return;
11016 }
11017 std::string msg;
11018 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11019 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11020 // dodge 12 - never get downed
11021 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11022 u.add_effect( effect_downed, 2_turns );
11023 msg = _( "The %s pushed you back hard!" );
11024 } else {
11025 msg = _( "The %s pushed you back!" );
11026 }
11027 add_msg( m_warning, msg.c_str(), critter.name() );
11028 u.setx( u.posx() + push.x );
11029 u.sety( u.posy() + push.y );
11030 return;
11031 }
11032 }
11034 _( "The %s tried to push you back but failed! It attacks you!" ),
11035 critter.name() );
11036 critter.melee_attack( u );
11037 u.moves -= 50;
11038 return;
11039 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11040 // Monster attempts to displace a monster from the stairs
11041 monster &other = *mon_ptr;
11042 critter.spawn( dest );
11043
11044 // the critter is now right on top of another and will push it
11045 // if it can find a square to push it into inside of his tries.
11046 const int creature_push_attempts = 9;
11047 const int creature_throw_resist = 4;
11048
11049 int tries = 0;
11050 point push2;
11051 while( tries < creature_push_attempts ) {
11052 tries++;
11053 push2.x = rng( -1, 1 );
11054 push2.y = rng( -1, 1 );
11055 point ipos2( mpos + push2 );
11056 tripoint pos( ipos2, get_levz() );
11057 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11058 continue;
11059 }
11060 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11061 other.setpos( tripoint( ipos2, get_levz() ) );
11062 other.moves -= 50;
11063 std::string msg;
11064 if( one_in( creature_throw_resist ) ) {
11065 other.add_effect( effect_downed, 2_turns );
11066 msg = _( "The %1$s pushed the %2$s hard." );
11067 } else {
11068 msg = _( "The %1$s pushed the %2$s." );
11069 }
11070 add_msg( m_neutral, msg, critter.name(), other.name() );
11071 return;
11072 }
11073 }
11074 return;
11075 }
11076 }
11077}
void setx(int x)
Definition: character.h:788
void sety(int y)
Definition: character.h:791
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:811
int monstairz
Definition: game.h:1005
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8591
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:256
int posy() const override
Definition: monster.h:500
void melee_attack(Creature &target)
Definition: monster.cpp:1370
int staircount
Definition: monster.h:511
void spawn(const tripoint &p)
Definition: monster.cpp:481
int posx() const override
Definition: monster.h:497
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4671
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4834 of file game.cpp.

4835{
4836 return critter_tracker->update_pos( critter, pos );
4837}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4617 of file game.cpp.

4618{
4619 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4620 add_msg( m_info, _( "You can not read a computer screen!" ) );
4621 return;
4622 }
4623 if( u.is_blind() ) {
4624 // we don't have screen readers in game
4625 add_msg( m_info, _( "You can not see a computer screen!" ) );
4626 return;
4627 }
4628 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4629 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4630 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4631 return;
4632 }
4633
4634 computer *used = m.computer_at( p );
4635
4636 if( used == nullptr ) {
4637 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4638 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4639 } else {
4640 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4641 }
4642 return;
4643 }
4644
4645 computer_session( *used ).use();
4646}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5534
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2045 of file game.cpp.

2046{
2047 basecamp camp = m.hoist_submap_camp( u.pos() );
2048 if( camp.is_valid() ) {
2049 overmap_buffer.add_camp( camp );
2051 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2052 std::string camp_name = _( "Faction Camp" );
2053 camp.set_name( camp_name );
2054 overmap_buffer.add_camp( camp );
2056 }
2057}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5565
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5560
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1987 of file game.cpp.

1988{
1989 for( auto &veh : m.get_vehicles() ) {
1990 vehicle *v = veh.v;
1993 if( other_v ) {
1994 // the other vehicle is towing us.
1995 v->tow_data.set_towing( other_v, v );
1997 }
1998 }
1999 }
2000}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 2002 of file game.cpp.

2003{
2004 for( monster &m : all_monsters() ) {
2005 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
2006 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
2007 if( !mounted_pl ) {
2008 // Target no longer valid.
2009 m.mounted_player_id = character_id();
2010 m.remove_effect( effect_ridden );
2011 continue;
2012 }
2013 mounted_pl->mounted_creature = shared_from( m );
2014 mounted_pl->setpos( m.pos() );
2015 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2016 m.mounted_player = mounted_pl;
2017 }
2018 }
2019}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2021 of file game.cpp.

2022{
2023 // Make sure visible followers are in the list.
2024 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2025 return guy.is_player_ally();
2026 } );
2027 for( npc *guy : visible_followers ) {
2028 update_faction_api( guy );
2029 add_npc_follower( guy->getID() );
2030 }
2031 // Make sure overmapbuffered NPC followers are in the list.
2032 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2033 npc *guy = temp_guy.get();
2034 if( guy->is_player_ally() ) {
2035 update_faction_api( guy );
2036 add_npc_follower( guy->getID() );
2037 }
2038 }
2039 // Make sure that serialized player followers sync up with game list
2040 for( const auto &temp_id : u.follower_ids ) {
2041 add_npc_follower( temp_id );
2042 }
2043}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1967
static void update_faction_api(npc *guy)
Definition: game.cpp:1979

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10044 of file game.cpp.

10045{
10046 if( u.is_mounted() ) {
10047 auto mons = u.mounted_creature.get();
10048 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10049 if( !mons->check_mech_powered() ) {
10050 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10051 mons->get_name() );
10052 return;
10053 }
10054 }
10055 }
10056
10057 // > and < are used for diving underwater.
10058 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10059 if( movez == -1 ) {
10060 if( u.is_underwater() ) {
10061 add_msg( m_info, _( "You are already underwater!" ) );
10062 return;
10063 }
10064 if( u.worn_with_flag( "FLOTATION" ) ) {
10065 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10066 return;
10067 }
10068 u.set_underwater( true );
10069 ///\EFFECT_STR increases breath-holding capacity while diving
10070 u.oxygen = 30 + 2 * u.str_cur;
10071 add_msg( _( "You dive underwater!" ) );
10072 } else {
10073 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10074 u.set_underwater( false );
10075 add_msg( _( "You surface." ) );
10076 } else {
10077 add_msg( m_info, _( "You try to surface but can't!" ) );
10078 }
10079 }
10080 u.moves -= 100;
10081 return;
10082 }
10083
10084 // Force means we're going down, even if there's no staircase, etc.
10085 bool climbing = false;
10086 int move_cost = 100;
10087 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10088 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10089 // Climbing
10090 if( m.has_floor_or_support( stairs ) ) {
10091 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10092 return;
10093 }
10094
10095 std::vector<tripoint> pts;
10096 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10097 if( m.passable( pt ) &&
10098 m.has_floor_or_support( pt ) ) {
10099 pts.push_back( pt );
10100 }
10101 }
10102
10103 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10104
10105 if( cost == 0 ) {
10106 if( u.has_trait( trait_WEB_ROPE ) ) {
10107 if( pts.empty() ) {
10108 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10109 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10110 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10111 add_msg( m_info, _( "You can't spin a web rope there." ) );
10112 } else if( g->m.has_furn( u.pos() ) ) {
10113 add_msg( m_info, _( "There is already furniture at that location." ) );
10114 } else {
10115 if( query_yn( "Spin a rope and climb?" ) ) {
10116 add_msg( m_good, _( "You spin a rope of web." ) );
10117 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10118 u.mod_moves( to_turns<int>( 2_seconds ) );
10120 vertical_move( movez, force, peeking );
10121 }
10122 }
10123 }
10124
10125 } else {
10126 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10127
10128 }
10129 return;
10130
10131 }
10132
10133 if( cost <= 0 || pts.empty() ) {
10134 add_msg( m_info,
10135 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10136 return;
10137 } else {
10138 // TODO: Make it an extended action
10139 climbing = true;
10140 move_cost = cost;
10141
10143 if( !pnt ) {
10144 return;
10145 }
10146 stairs = *pnt;
10147 }
10148 }
10149
10150 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10151 add_msg( m_info, _( "You can't go down here!" ) );
10152 return;
10153 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10154 add_msg( m_info, _( "You can't go up here!" ) );
10155 return;
10156 }
10157
10158 if( force ) {
10159 // Let go of a grabbed cart.
10160 u.grab( OBJECT_NONE );
10161 } else if( u.grab_point != tripoint_zero ) {
10162 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10163 return;
10164 }
10165
10166 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10167 // is called or when the map is loaded on new z-level (== false).
10168 // This caches the z-level we start the movement on (current) and the level we're want to end.
10169 const int z_before = get_levz();
10170 const int z_after = get_levz() + movez;
10171 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10172 debugmsg( "Tried to move outside allowed range of z-levels" );
10173 return;
10174 }
10175
10176 if( !u.move_effects( false ) ) {
10177 return;
10178 }
10179
10180 // Check if there are monsters are using the stairs.
10181 bool slippedpast = false;
10182 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10183 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10184 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10185 coming_to_stairs[0].name() );
10186 // Roll.
10187 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10188
10189 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10190 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10191 ///\EFFECT_STR increases chance of moving past monsters on stairs
10192
10193 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10194 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10195 if( coming_to_stairs.size() > 4 ) {
10196 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10197 dexroll /= 4;
10198 strroll /= 2;
10199 } else if( coming_to_stairs.size() > 1 ) {
10200 add_msg( m_warning, _( "There's something else behind it!" ) );
10201 dexroll /= 2;
10202 }
10203
10204 if( dexroll < 14 || strroll < 12 ) {
10206 u.moves -= 100;
10207 return;
10208 }
10209
10210 add_msg( _( "You manage to slip past!" ) );
10211 slippedpast = true;
10212 u.moves -= 100;
10213 }
10214
10215 // Shift the map up or down
10216
10217 std::unique_ptr<map> tmp_map_ptr;
10218 if( !m.has_zlevels() ) {
10219 tmp_map_ptr = std::make_unique<map>();
10220 }
10221
10222 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10223 if( m.has_zlevels() ) {
10224 // We no longer need to shift the map here! What joy
10225 } else {
10226 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10227 }
10228
10229 // Find the corresponding staircase
10230 bool rope_ladder = false;
10231 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10232 if( !force && !climbing ) {
10233 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10234 if( !pnt ) {
10235 return;
10236 }
10237 stairs = *pnt;
10238 }
10239
10240 if( !force ) {
10241 monstairz = z_before;
10242 }
10243 // Save all monsters that can reach the stairs, remove them from the tracker,
10244 // then despawn the remaining monsters. Because it's a vertical shift, all
10245 // monsters are out of the bounds of the map and will despawn.
10246 shared_ptr_fast<monster> stored_mount;
10247 if( u.is_mounted() && !m.has_zlevels() ) {
10248 // Store a *copy* of the mount, so we can remove the original monster instance
10249 // from the tracker before the map shifts.
10250 // Map shifting would otherwise just despawn the mount and would later respawn it.
10251 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10253 }
10254 if( !m.has_zlevels() ) {
10255 const tripoint to = u.pos();
10256 for( monster &critter : all_monsters() ) {
10257 // if its a ladder instead of stairs - most zombies can't climb that.
10258 // unless that have a special flag to allow them to do so.
10259 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10260 critter.has_effect( effect_ridden ) ||
10261 critter.has_effect( effect_tied ) ) {
10262 continue;
10263 }
10264 int turns = critter.turns_to_reach( to.xy() );
10265 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10266 && !slippedpast ) {
10267 critter.staircount = 10 + turns;
10268 critter.on_unload();
10269 coming_to_stairs.push_back( critter );
10270 remove_zombie( critter );
10271 }
10272 }
10273 auto mons = critter_tracker->find( g->u.pos() );
10274 if( mons != nullptr ) {
10275 critter_tracker->remove( *mons );
10276 }
10277 shift_monsters( tripoint( 0, 0, movez ) );
10278 }
10279
10280 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10281 std::vector<monster *> monsters_following;
10282 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10283 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10284 [this]( const shared_ptr_fast<npc> &np ) {
10285 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10286 rl_dist( np->pos(), u.pos() ) < 2;
10287 } );
10288 }
10289
10290 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10291 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10292 for( monster &critter : all_monsters() ) {
10293 if( ladder && !critter.climbs() ) {
10294 continue;
10295 }
10296 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10297 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10298 !critter.has_effect( effect_tied ) ) ) {
10299 monsters_following.push_back( &critter );
10300 }
10301 }
10302 }
10303
10304 if( u.is_mounted() ) {
10305 monster *crit = u.mounted_creature.get();
10306 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10307 crit->use_mech_power( -1 );
10308 if( u.movement_mode_is( CMM_WALK ) ) {
10309 crit->use_mech_power( -2 );
10310 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10311 crit->use_mech_power( -1 );
10312 } else if( u.movement_mode_is( CMM_RUN ) ) {
10313 crit->use_mech_power( -3 );
10314 }
10315 }
10316 } else {
10317 u.moves -= move_cost;
10318 }
10319 for( const auto &np : npcs_to_bring ) {
10320 if( np->in_vehicle ) {
10321 m.unboard_vehicle( np->pos() );
10322 }
10323 }
10324 const tripoint old_pos = g->u.pos();
10325 point submap_shift;
10326 vertical_shift( z_after );
10327 if( !force ) {
10328 submap_shift = update_map( stairs.x, stairs.y );
10329 }
10330
10331 // if an NPC or monster is on the stiars when player ascends/descends
10332 // they may end up merged on th esame tile, do some displacement to resolve that.
10333 // if, in the weird case of it not being possible to displace;
10334 // ( how did the player even manage to approach the stairs, if so? )
10335 // then nothing terrible happens, its just weird.
10336 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10337 std::string crit_name;
10338 bool player_displace = false;
10340 if( displace.has_value() ) {
10341 npc *guy = g->critter_at<npc>( u.pos(), true );
10342 if( guy ) {
10343 crit_name = guy->get_name();
10344 tripoint old_pos = guy->pos();
10345 if( !guy->is_enemy() ) {
10346 guy->move_away_from( u.pos(), true );
10347 if( old_pos != guy->pos() ) {
10348 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10349 }
10350 } else {
10351 player_displace = true;
10352 }
10353 }
10354 monster *mon = g->critter_at<monster>( u.pos(), true );
10355 // if the monster is ridden by the player or an NPC:
10356 // Dont displace them. If they are mounted by a friendly NPC,
10357 // then the NPC will already have been displaced just above.
10358 // if they are ridden by the player, we want them to coexist on same tile
10359 if( mon && !mon->mounted_player ) {
10360 crit_name = mon->get_name();
10361 if( mon->friendly == -1 ) {
10362 mon->setpos( *displace );
10363 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10364 } else {
10365 player_displace = true;
10366 }
10367 }
10368 if( player_displace ) {
10369 u.setpos( *displace );
10370 u.moves -= 20;
10371 add_msg( _( "You push past %s blocking the way." ), crit_name );
10372 }
10373 } else {
10374 debugmsg( "Failed to find a spot to displace into." );
10375 }
10376 }
10377
10378 // Now that we know the player's destination position, we can move their mount as well
10379 if( u.is_mounted() ) {
10380 if( stored_mount ) {
10381 assert( !m.has_zlevels() );
10382 stored_mount->spawn( g->u.pos() );
10383 if( critter_tracker->add( stored_mount ) ) {
10384 u.mounted_creature = stored_mount;
10385 }
10386 } else {
10387 u.mounted_creature->setpos( g->u.pos() );
10388 }
10389 }
10390
10391 if( !npcs_to_bring.empty() ) {
10392 // Would look nicer randomly scrambled
10393 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10394 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10395 [this]( const tripoint & c ) {
10396 return !is_empty( c );
10397 } ), candidates.end() );
10398
10399 for( const auto &np : npcs_to_bring ) {
10400 const auto found = std::find_if( candidates.begin(), candidates.end(),
10401 [this, np]( const tripoint & c ) {
10402 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10403 } );
10404 if( found != candidates.end() ) {
10405 // TODO: De-uglify
10406 np->setpos( *found );
10407 np->place_on_map();
10408 np->setpos( *found );
10409 candidates.erase( found );
10410 }
10411
10412 if( candidates.empty() ) {
10413 break;
10414 }
10415 }
10416
10417 reload_npcs();
10418 }
10419
10420 // This ugly check is here because of stair teleport bullshit
10421 // TODO: Remove stair teleport bullshit
10422 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10423 for( monster *m : monsters_following ) {
10424 m->set_dest( g->u.pos() );
10425 }
10426 }
10427
10428 if( rope_ladder ) {
10429 m.ter_set( u.pos(), t_rope_up );
10430 }
10431
10432 if( m.ter( stairs ) == t_manhole_cover ) {
10433 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10434 m.ter_set( stairs, t_manhole );
10435 }
10436
10437 // Wouldn't work and may do strange things
10438 if( u.is_hauling() && !m.has_zlevels() ) {
10439 add_msg( _( "You cannot haul items here." ) );
10440 u.stop_hauling();
10441 }
10442
10443 if( u.is_hauling() ) {
10444 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10445 start_hauling( adjusted_pos );
10446 }
10447
10448 m.invalidate_map_cache( g->get_levz() );
10449 // Upon force movement, traps can not be avoided.
10450 m.creature_on_trap( u, !force );
10451
10453}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:102
@ CMM_CROUCH
Definition: character.h:104
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1535
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:882
int oxygen
Definition: character.h:1530
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8947
std::string get_name() const override
Definition: character.cpp:6095
void start_hauling(const tripoint &pos)
Definition: game.cpp:10455
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10490
bool use_mech_power(int amt)
Definition: monster.cpp:2372
Character * mounted_player
Definition: monster.h:460
void set_underwater(bool)
Definition: player.cpp:516
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9994
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12113
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9352
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4177

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10677 of file game.cpp.

10678{
10679 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10680 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10681 return;
10682 }
10683
10684 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10685 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10686 z_before, z_after );
10687 return;
10688 }
10689 // Figure out where we know there are up/down connectors
10690 // Fill in all the tiles we know about (e.g. subway stations)
10691 static const int REVEAL_RADIUS = 40;
10692 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10693 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10694 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10695
10696 if( !overmap_buffer.seen( cursp_before ) ) {
10697 continue;
10698 }
10699 if( overmap_buffer.has_note( cursp_after ) ) {
10700 // Already has a note -> never add an AUTO-note
10701 continue;
10702 }
10703 const oter_id &ter = overmap_buffer.ter( cursp_before );
10704 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10705 if( z_after > z_before && ter->has_flag( known_up ) &&
10706 !ter2->has_flag( known_down ) ) {
10707 overmap_buffer.set_seen( cursp_after, true );
10708 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10709 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10710 !ter2->has_flag( known_up ) ) {
10711 overmap_buffer.set_seen( cursp_after, true );
10712 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10713 }
10714 }
10715}
bool inbounds_z(const int z) const
Definition: map.h:1669
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10640 of file game.cpp.

10641{
10642 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10643 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10644 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10645 return;
10646 }
10647
10648 // TODO: Implement dragging stuff up/down
10649 u.grab( OBJECT_NONE );
10650
10651 scent.reset();
10652
10653 u.setz( z_after );
10654 const int z_before = get_levz();
10655 if( !m.has_zlevels() ) {
10657 m.access_cache( z_before ).vehicle_list.clear();
10658 m.access_cache( z_before ).zone_vehicles.clear();
10659 m.access_cache( z_before ).map_memory_seen_cache.reset();
10660 m.set_transparency_cache_dirty( z_before );
10661 m.set_outside_cache_dirty( z_before );
10662 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10663 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10664 reload_npcs();
10665 } else {
10666 // Shift the map itself
10667 m.vertical_shift( z_after );
10668 }
10669
10670 m.spawn_monsters( true );
10671 // this may be required after a vertical shift if z-levels are not enabled
10672 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10674 vertical_notes( z_before, z_after );
10675}
void setz(int z)
Definition: character.h:794
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10677
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:410
void set_outside_cache_dirty(const int zlev)
Definition: map.h:447
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6874
std::set< vehicle * > zone_vehicles
Definition: map.h:363
std::set< vehicle * > vehicle_list
Definition: map.h:362

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8835 of file game.cpp.

8836{
8837 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8838 if( u.get_size() > MS_MEDIUM ) {
8839 add_msg( m_warning, _( "You can't fit there." ) );
8840 return false; // character too large to fit through a tight passage
8841 }
8842 if( u.is_mounted() ) {
8843 monster *mount = u.mounted_creature.get();
8844 if( mount->get_size() > MS_MEDIUM ) {
8845 add_msg( m_warning, _( "Your mount can't fit there." ) );
8846 return false; // char's mount is too large for tight passages
8847 }
8848 }
8849 }
8850
8851 if( u.is_mounted() ) {
8852 auto mons = u.mounted_creature.get();
8853 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8854 if( !mons->check_mech_powered() ) {
8855 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8856 mons->get_name() );
8857 return false;
8858 }
8859 }
8860 if( !mons->move_effects( false ) ) {
8861 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8862 return false;
8863 }
8864 }
8865 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8866 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8867
8868 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8869 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8870 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8871
8872 const tripoint furn_pos = u.pos() + u.grab_point;
8873 const tripoint furn_dest = dest_loc + u.grab_point;
8874
8875 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8876 if( grabbed ) {
8877 const tripoint dp = dest_loc - u.pos();
8878 pushing = dp == u.grab_point;
8879 pulling = dp == -u.grab_point;
8880 }
8881 if( grabbed && dest_loc.z != u.posz() ) {
8882 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8883 grabbed = false;
8884 u.grab( OBJECT_NONE );
8885 }
8886
8887 // Now make sure we're actually holding something
8888 const vehicle *grabbed_vehicle = nullptr;
8889 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8890 // We only care about shifting, because it's the only one that can change our destination
8891 if( m.has_furn( u.pos() + u.grab_point ) ) {
8892 shifting_furniture = !pushing && !pulling;
8893 } else {
8894 // We were grabbing a furniture that isn't there
8895 grabbed = false;
8896 }
8897 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8898 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8899 if( grabbed_vehicle == nullptr ) {
8900 // We were grabbing a vehicle that isn't there anymore
8901 grabbed = false;
8902 }
8903 } else if( grabbed ) {
8904 // We were grabbing something WEIRD, let's pretend we weren't
8905 grabbed = false;
8906 }
8907 if( u.grab_point != tripoint_zero && !grabbed ) {
8908 add_msg( m_warning, _( "Can't find grabbed object." ) );
8909 u.grab( OBJECT_NONE );
8910 }
8911
8912 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8913 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8914 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8915 tripoint diff = dest_loc - u.pos();
8916 if( diff.x < 0 ) {
8917 diff.x -= 2;
8918 } else if( diff.x > 0 ) {
8919 diff.x += 2;
8920 }
8921 if( diff.y < 0 ) {
8922 diff.y -= 2;
8923 } else if( diff.y > 0 ) {
8924 diff.y += 2;
8925 }
8926 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8927 dest_loc );
8928 }
8929 return false;
8930 }
8931 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8932 return false;
8933 }
8934 if( u.is_mounted() && !pushing && vp_there ) {
8935 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8936 return false;
8937 }
8938 u.set_underwater( false );
8939
8940 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8941 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8942 if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "ALWAYS" &&
8943 !prompt_dangerous_tile( dest_loc ) ) {
8944 return true;
8945 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "RUNNING" &&
8946 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8948 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8949 enumerate_as_string( harmful_stuff ) );
8950 return true;
8951 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "CROUCHING" &&
8952 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8954 _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ),
8955 enumerate_as_string( harmful_stuff ) );
8956 return true;
8957 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "NEVER" &&
8958 !u.movement_mode_is( CMM_RUN ) ) {
8960 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8961 enumerate_as_string( harmful_stuff ) );
8962 return true;
8963 }
8964 }
8965 // Used to decide whether to print a 'moving is slow message
8966 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8967
8968 int modifier = 0;
8969 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8970 modifier = -m.furn( dest_loc ).obj().movecost;
8971 }
8972
8973 int multiplier = 1;
8974 if( u.is_on_ground() ) {
8975 multiplier *= 3;
8976 }
8977
8978 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8979 via_ramp ) * multiplier;
8980 if( grabbed_move( dest_loc - u.pos() ) ) {
8981 return true;
8982 } else if( mcost == 0 ) {
8983 return false;
8984 }
8985 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8986 const int previous_moves = u.moves;
8987 if( u.is_mounted() ) {
8988 auto crit = u.mounted_creature.get();
8989 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8990 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8991 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8992 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8993 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8994 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8995 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8996 return false;
8997 }
8998 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8999 const double encumb_moves = u.get_weight() / 4800.0_gram;
9000 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
9001 if( u.movement_mode_is( CMM_WALK ) ) {
9002 crit->use_mech_power( -2 );
9003 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9004 crit->use_mech_power( -1 );
9005 } else if( u.movement_mode_is( CMM_RUN ) ) {
9006 crit->use_mech_power( -3 );
9007 }
9008 } else {
9009 u.moves -= u.run_cost( mcost, diag );
9010 /**
9011 TODO:
9012 This should really use the mounted creatures stamina, if mounted.
9013 Monsters don't currently have stamina however.
9014 For the time being just don't burn players stamina when mounted.
9015 */
9016 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9017 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9018 u.burn_move_stamina( previous_moves - u.moves );
9019 } else {
9020 //Burn half as much stamina if vehicle has wheels, without changing move time
9021 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9022 }
9023 }
9024 // Max out recoil & reset aim point
9027
9028 // Print a message if movement is slow
9029 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9030 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9031 m.has_flag_ter_or_furn( "FUNGUS",
9032 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9033 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9034 mcost_to > 4 || mcost_from > 4 ) &&
9035 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9036 if( slowed && !u.is_mounted() ) {
9037 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9038 if( mcost_to >= mcost_from ) {
9039 if( auto displayed_part = vp_there.part_displayed() ) {
9040 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9041 displayed_part->part().name() );
9042 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9043 } else {
9044 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9045 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9046 }
9047 } else {
9048 if( auto displayed_part = vp_here.part_displayed() ) {
9049 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9050 displayed_part->part().name() );
9051 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9052 } else {
9053 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9054 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9055 }
9056 }
9057 }
9058 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9059 ( !u.footwear_factor() ||
9060 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9061 // DX and IN are long suits for Cephalopods,
9062 // so this shouldn't cause too much hardship
9063 // Presumed that if it's swimmable, they're
9064 // swimming and won't stick
9065 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9066
9067 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9068 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9069 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9070 u.mod_fatigue( 1 );
9071 }
9072 }
9073 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9074 int volume = u.is_stealthy() ? 3 : 6;
9075 volume *= u.mutation_value( "noise_modifier" );
9076 if( volume > 0 ) {
9078 volume = 2;
9079 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9080 volume = 12;
9081 }
9082 if( u.movement_mode_is( CMM_RUN ) ) {
9083 volume *= 1.5;
9084 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9085 volume /= 2;
9086 }
9087 if( u.is_mounted() ) {
9088 auto mons = u.mounted_creature.get();
9089 switch( mons->get_size() ) {
9090 case MS_TINY:
9091 volume = 0; // No sound for the tinies
9092 break;
9093 case MS_SMALL:
9094 volume /= 3;
9095 break;
9096 case MS_MEDIUM:
9097 break;
9098 case MS_LARGE:
9099 volume *= 1.5;
9100 break;
9101 case MS_HUGE:
9102 volume *= 2;
9103 break;
9104 default:
9105 break;
9106 }
9107 if( mons->has_flag( MF_LOUDMOVES ) ) {
9108 volume += 6;
9109 }
9110 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9111 "none", "none" );
9112 } else {
9113 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9114 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9115 }
9117 }
9118
9119 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9120 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9121 "misc", "rattling" );
9122 }
9123 }
9124
9125 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9126 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9127 }
9128
9129 if( dest_loc != u.pos() ) {
9131 }
9132
9133 tripoint oldpos = u.pos();
9134 point submap_shift = place_player( dest_loc );
9135 point ms_shift = sm_to_ms_copy( submap_shift );
9136 oldpos = oldpos - ms_shift;
9137
9138 if( pulling ) {
9139 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9140 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9141 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9142 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9143 m.remove_field( shifted_furn_pos, fd_fire );
9144 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9145 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9146 }
9147
9148 if( u.is_hauling() ) {
9149 start_hauling( oldpos );
9150 }
9151
9153
9154 return true;
9155}
void burn_move_stamina(int moves)
Definition: character.cpp:7223
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6751
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9761
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8764
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1835
m_size get_size() const override
Definition: monster.cpp:2672
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:596
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2148
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1635
void do_footstep()
Definition: sounds.cpp:1612

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2513 of file game.cpp.

2514{
2515 win_screen();
2517 memorial().add(
2518 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2519 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2520 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2521 if( !u.is_dead_state() ) {
2524 }
2525}
void win_screen()
Definition: game.cpp:2527
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2527 of file game.cpp.

2528{
2529 // TODO: Move this wall somewhere
2531 std::string msg = _( "You managed to close the portal and end the invasion!" );
2532 msg += '\n';
2533 if( u.is_dead_state() ) {
2535 "Unfortunately, you had to sacrifice your life to achieve this." );
2536 msg += colorize( t, c_red ) + '\n';
2537 memorial().add(
2538 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2539 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2540 } else {
2541 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2542 msg += colorize( t, c_green ) + '\n';
2543 memorial().add(
2544 pgettext( "memorial_male", "Safely closed the portal." ),
2545 pgettext( "memorial_female", "Safely closed the portal." ) );
2546 }
2547 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2548 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2549 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2550 popup( msg );
2551}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2916 of file game.cpp.

2917{
2918 const std::string &memorial_dir = PATH_INFO::memorialdir();
2919 const std::string &memorial_active_world_dir = memorial_dir +
2920 world_generator->active_world->world_name + "/";
2921
2922 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2923 if( !assure_dir_exist( memorial_dir ) ) {
2924 debugmsg( "Could not make '%s' directory", memorial_dir );
2925 return;
2926 }
2927
2928 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2929 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2930 return;
2931 }
2932
2933 std::string path = memorial_active_world_dir + filename + ".txt";
2934
2935 write_to_file( path, [&]( std::ostream & fout ) {
2936 memorial().write( fout, sLastWords );
2937 }, _( "player memorial" ) );
2938}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6178 of file game.cpp.

6179{
6180 const tripoint stored_view_offset = u.view_offset;
6181
6183
6184 const int zone_ui_height = 12;
6185 const int zone_options_height = 7;
6186
6187 const int width = 45;
6188
6189 int offsetX = 0;
6190 int max_rows = 0;
6191
6192 catacurses::window w_zones;
6193 catacurses::window w_zones_border;
6194 catacurses::window w_zones_info;
6195 catacurses::window w_zones_info_border;
6196 catacurses::window w_zones_options;
6197
6198 bool show = true;
6199
6200 ui_adaptor ui;
6201 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6202 if( !show ) {
6203 ui.position( point_zero, point_zero );
6204 return;
6205 }
6206 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6207 TERMX - width : 0;
6208 const int w_zone_height = TERMY - zone_ui_height;
6209 max_rows = w_zone_height - 2;
6210 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6211 point( offsetX + 1, 1 ) );
6212 w_zones_border = catacurses::newwin( w_zone_height, width,
6213 point( offsetX, 0 ) );
6214 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6215 width - 2, point( offsetX + 1, w_zone_height ) );
6216 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6217 point( offsetX, w_zone_height ) );
6218 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6219 point( offsetX + 1, TERMY - zone_options_height ) );
6220
6221 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6222 } );
6223 ui.mark_resize();
6224
6225 std::string action;
6226 input_context ctxt( "ZONES_MANAGER" );
6227 ctxt.register_cardinal();
6228 ctxt.register_action( "CONFIRM" );
6229 ctxt.register_action( "QUIT" );
6230 ctxt.register_action( "ADD_ZONE" );
6231 ctxt.register_action( "REMOVE_ZONE" );
6232 ctxt.register_action( "MOVE_ZONE_UP" );
6233 ctxt.register_action( "MOVE_ZONE_DOWN" );
6234 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6235 ctxt.register_action( "ENABLE_ZONE" );
6236 ctxt.register_action( "DISABLE_ZONE" );
6237 ctxt.register_action( "SHOW_ALL_ZONES" );
6238 ctxt.register_action( "HELP_KEYBINDINGS" );
6239
6240 auto &mgr = zone_manager::get_manager();
6241 int start_index = 0;
6242 int active_index = 0;
6243 bool blink = false;
6244 bool stuff_changed = false;
6245 bool show_all_zones = false;
6246 int zone_cnt = 0;
6247
6248 // get zones on the same z-level, with distance between player and
6249 // zone center point <= 50 or all zones, if show_all_zones is true
6250 auto get_zones = [&]() {
6251 std::vector<zone_manager::ref_zone_data> zones;
6252 if( show_all_zones ) {
6253 zones = mgr.get_zones();
6254 } else {
6255 const tripoint &u_abs_pos = m.getabs( u.pos() );
6256 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6257 const tripoint &zone_abs_pos = ref.get().get_center_point();
6258 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6259 zones.emplace_back( ref );
6260 }
6261 }
6262 }
6263 zone_cnt = static_cast<int>( zones.size() );
6264 return zones;
6265 };
6266
6267 auto zones = get_zones();
6268
6269 auto zones_manager_options = [&]() {
6270 werase( w_zones_options );
6271
6272 if( zone_cnt > 0 ) {
6273 const auto &zone = zones[active_index].get();
6274
6275 if( zone.has_options() ) {
6276 const auto &descriptions = zone.get_options().get_descriptions();
6277
6278 // NOLINTNEXTLINE(cata-use-named-point-constants)
6279 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6280
6281 int y = 1;
6282 for( const auto &desc : descriptions ) {
6283 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6284 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6285 y++;
6286 }
6287 }
6288 }
6289
6290 wnoutrefresh( w_zones_options );
6291 };
6292
6293 cata::optional<tripoint> zone_start;
6294 cata::optional<tripoint> zone_end;
6295 bool zone_blink = false;
6296 bool zone_cursor = false;
6298 zone_start, zone_end, zone_blink, zone_cursor );
6299 add_draw_callback( zone_cb );
6300
6301 auto query_position =
6302 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6303 on_out_of_scope invalidate_current_ui( [&]()
6304 {
6305 ui.mark_resize();
6306 } );
6307 restore_on_out_of_scope<bool> show_prev( show );
6308 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6309 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6310 show = false;
6311 zone_start = cata::nullopt;
6312 zone_end = cata::nullopt;
6313 ui.mark_resize();
6314
6316 popup.on_top( true );
6317 popup.message( "%s", _( "Select first point." ) );
6318
6320
6321 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6322 false );
6323 if( first.position )
6324 {
6325 popup.message( "%s", _( "Select second point." ) );
6326
6327 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6328 true, true, false );
6329 if( second.position ) {
6330 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6331 second.position->x ),
6332 std::min( first.position->y, second.position->y ),
6333 std::min( first.position->z,
6334 second.position->z ) ) );
6335 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6336 second.position->x ),
6337 std::max( first.position->y, second.position->y ),
6338 std::max( first.position->z,
6339 second.position->z ) ) );
6340 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6341 }
6342 }
6343
6344 return cata::nullopt;
6345 };
6346
6347 ui.on_redraw( [&]( const ui_adaptor & ) {
6348 if( !show ) {
6349 return;
6350 }
6351 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6352 zones_manager_shortcuts( w_zones_info );
6353
6354 if( zone_cnt == 0 ) {
6355 werase( w_zones );
6356 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6357
6358 } else {
6359 werase( w_zones );
6360
6361 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6362
6363 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6364 wnoutrefresh( w_zones_border );
6365
6366 int iNum = 0;
6367
6368 tripoint player_absolute_pos = m.getabs( u.pos() );
6369
6370 //Display saved zones
6371 for( auto &i : zones ) {
6372 if( iNum >= start_index &&
6373 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6374 const auto &zone = i.get();
6375
6376 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6377
6378 if( iNum == active_index ) {
6379 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6380 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6381 }
6382
6383 //Draw Zone name
6384 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6385 trim_by_length( zone.get_name(), 15 ) );
6386
6387 //Draw Type name
6388 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6389 mgr.get_name_from_type( zone.get_type() ) );
6390
6391 tripoint center = zone.get_center_point();
6392
6393 //Draw direction + distance
6394 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6395 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6396 direction_name_short( direction_from( player_absolute_pos,
6397 center ) ) );
6398
6399 //Draw Vehicle Indicator
6400 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6401 zone.get_is_vehicle() ? "*" : "" );
6402 }
6403 iNum++;
6404 }
6405
6406 // Display zone options
6407 zones_manager_options();
6408 }
6409
6410 wnoutrefresh( w_zones );
6411 } );
6412
6413 zones_manager_open = true;
6414 do {
6415 if( action == "ADD_ZONE" ) {
6416 do { // not a loop, just for quick bailing out if canceled
6417 const auto maybe_id = mgr.query_type();
6418 if( !maybe_id.has_value() ) {
6419 break;
6420 }
6421
6422 const zone_type_id &id = maybe_id.value();
6423 auto options = zone_options::create( id );
6424
6425 if( !options->query_at_creation() ) {
6426 break;
6427 }
6428
6429 auto default_name = options->get_zone_name_suggestion();
6430 if( default_name.empty() ) {
6431 default_name = mgr.get_name_from_type( id );
6432 }
6433 const auto maybe_name = mgr.query_name( default_name );
6434 if( !maybe_name.has_value() ) {
6435 break;
6436 }
6437 const std::string &name = maybe_name.value();
6438
6439 const auto position = query_position();
6440 if( !position ) {
6441 break;
6442 }
6443
6444 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6445 position->second, options );
6446
6447 zones = get_zones();
6448 active_index = zone_cnt - 1;
6449
6450 stuff_changed = true;
6451 } while( false );
6452
6453 blink = false;
6454 } else if( action == "SHOW_ALL_ZONES" ) {
6455 show_all_zones = !show_all_zones;
6456 zones = get_zones();
6457 active_index = 0;
6458 } else if( zone_cnt > 0 ) {
6459 if( action == "UP" ) {
6460 active_index--;
6461 if( active_index < 0 ) {
6462 active_index = zone_cnt - 1;
6463 }
6464 blink = false;
6465 } else if( action == "DOWN" ) {
6466 active_index++;
6467 if( active_index >= zone_cnt ) {
6468 active_index = 0;
6469 }
6470 blink = false;
6471 } else if( action == "REMOVE_ZONE" ) {
6472 if( active_index < zone_cnt ) {
6473 mgr.remove( zones[active_index] );
6474 zones = get_zones();
6475 active_index--;
6476
6477 if( active_index < 0 ) {
6478 active_index = 0;
6479 }
6480 }
6481 blink = false;
6482 stuff_changed = true;
6483
6484 } else if( action == "CONFIRM" ) {
6485 auto &zone = zones[active_index].get();
6486
6487 uilist as_m;
6488 as_m.text = _( "What do you want to change:" );
6489 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6490 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6491 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6492 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6493 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6494 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6495 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6496 as_m.query();
6497
6498 switch( as_m.ret ) {
6499 case 1:
6500 if( zone.set_name() ) {
6501 stuff_changed = true;
6502 }
6503 break;
6504 case 2:
6505 if( zone.set_type() ) {
6506 stuff_changed = true;
6507 }
6508 break;
6509 case 3:
6510 if( zone.get_options().query() ) {
6511 stuff_changed = true;
6512 }
6513 break;
6514 case 4: {
6515 const auto pos = query_position();
6516 if( pos && ( pos->first != zone.get_start_point() ||
6517 pos->second != zone.get_end_point() ) ) {
6518 zone.set_position( *pos );
6519 stuff_changed = true;
6520 }
6521 break;
6522 }
6523 case 5: {
6524 on_out_of_scope invalidate_current_ui( [&]() {
6525 ui.mark_resize();
6526 } );
6527 restore_on_out_of_scope<bool> show_prev( show );
6528 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6529 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6530 show = false;
6531 zone_start = cata::nullopt;
6532 zone_end = cata::nullopt;
6533 ui.mark_resize();
6534 static_popup message_pop;
6535 message_pop.on_top( true );
6536 message_pop.message( "%s", _( "Moving zone." ) );
6537 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6538 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6539 // local position of the zone center, used to calculate the u.view_offset,
6540 // could center the screen to the position it represents
6541 auto view_center = m.getlocal( zone.get_center_point() );
6542 const look_around_result result_local = look_around( false, view_center,
6543 zone_local_start_point, false, false,
6544 false, true, zone_local_end_point );
6545 if( result_local.position ) {
6546 const auto new_start_point = m.getabs( *result_local.position );
6547 if( new_start_point == zone.get_start_point() ) {
6548 break; // Nothing changed, don't save
6549 }
6550
6551 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6552 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6553 stuff_changed = true;
6554 }
6555 }
6556 break;
6557 default:
6558 break;
6559 }
6560
6561 blink = false;
6562 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6563 if( active_index < zone_cnt - 1 ) {
6564 mgr.swap( zones[active_index], zones[active_index + 1] );
6565 zones = get_zones();
6566 active_index++;
6567 }
6568 blink = false;
6569 stuff_changed = true;
6570
6571 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6572 if( active_index > 0 ) {
6573 mgr.swap( zones[active_index], zones[active_index - 1] );
6574 zones = get_zones();
6575 active_index--;
6576 }
6577 blink = false;
6578 stuff_changed = true;
6579
6580 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6581 //show zone position on overmap;
6582 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6583 // TODO: fix point types
6584 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6585
6586 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6587 } else if( action == "ENABLE_ZONE" ) {
6588 zones[active_index].get().set_enabled( true );
6589
6590 stuff_changed = true;
6591
6592 } else if( action == "DISABLE_ZONE" ) {
6593 zones[active_index].get().set_enabled( false );
6594
6595 stuff_changed = true;
6596 }
6597 }
6598
6599 if( zone_cnt > 0 ) {
6600 blink = !blink;
6601 const auto &zone = zones[active_index].get();
6602 zone_start = m.getlocal( zone.get_start_point() );
6603 zone_end = m.getlocal( zone.get_end_point() );
6604 ctxt.set_timeout( BLINK_SPEED );
6605 } else {
6606 blink = false;
6607 zone_start = zone_end = cata::nullopt;
6608 ctxt.reset_timeout();
6609 }
6610
6611 // Actually accessed from the terrain overlay callback `zone_cb` in the
6612 // call to `ui_manager::redraw`.
6613 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6614 zone_blink = blink;
6616
6618
6619 //Wait for input
6620 action = ctxt.handle_input();
6621 } while( action != "QUIT" );
6622 zones_manager_open = false;
6623 ctxt.reset_timeout();
6624 zone_cb = nullptr;
6625
6626 if( stuff_changed ) {
6627 auto &zones = zone_manager::get_manager();
6628 if( query_yn( _( "Save changes?" ) ) ) {
6629 zones.save_zones();
6630 } else {
6631 zones.load_zones();
6632 }
6633
6634 zones.cache_data();
6635 }
6636
6637 u.view_offset = stored_view_offset;
6638}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:345
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:185
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6113
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6136
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7138 of file game.cpp.

7139{
7140#if defined(TILES)
7141 if( tileset_zoom == 64 ) {
7142 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7143 } else {
7145 }
7146 rescale_tileset( tileset_zoom );
7147#endif
7148}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7126 of file game.cpp.

7127{
7128#if defined(TILES)
7129 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7131 } else {
7132 tileset_zoom = 64;
7133 }
7134 rescale_tileset( tileset_zoom );
7135#endif
7136}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 102 of file avatar.cpp.

103{
104 return g->u;
105}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12129 of file game.cpp.

12130{
12131 return *g->grid_tracker_ptr;
12132}

◆ get_map

map & get_map ( )
friend

Definition at line 144 of file map.cpp.

145{
146 return g->m;
147}

Referenced by check_art_charge_req(), extended_description(), find_empty_spot_nearby(), get_fire_fuel_string(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 387 of file character.cpp.

388{
389 return g->u;
390}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 976 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1039 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1056 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1070 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1020 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1021 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1033 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 940 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1031 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1018 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 974 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1072 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 980 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 977 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1089 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1091 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1090 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1062 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1063 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1053 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1052 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 971 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 970 of file game.h.

◆ m

map& game::m

Definition at line 984 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 968 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 978 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1005 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1061 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1001 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1059 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1057 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1068 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1040 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1066 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1065 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1036 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1055 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1003 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 986 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 972 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1084 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1051 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1035 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 979 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 975 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1007 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1081 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 973 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 987 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 996 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1042 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 985 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), open_gate(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 969 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1046 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 999 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1078 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1011 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1049 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1010 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1009 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1048 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1097 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1038 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 981 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1074 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: